Modelling multi-player games traffic

R. A. Bangun, E. Dutkiewicz
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引用次数: 20

Abstract

The growing popularity of delay-sensitive multi-player games over the Internet is creating a need for proper characterisation of such traffic. We are currently developing source models for game traffic, on a per-player basis, with the intended use being to scale the models to simulate scenarios involving large numbers of players, which will enable us to observe the effects of game traffic on the network. We outline the procedure used, and we show that for certain cases, relatively simple source models are able to provide sufficiently accurate results (in terms of mean delay and mean buffer occupancy).
模拟多人游戏流量
随着对延迟敏感的多人游戏在互联网上的日益流行,需要对这种流量进行适当的表征。我们目前正在开发基于每个玩家的游戏流量源模型,其目的是扩展模型以模拟涉及大量玩家的场景,这将使我们能够观察游戏流量对网络的影响。我们概述了所使用的过程,并表明在某些情况下,相对简单的源模型能够提供足够准确的结果(就平均延迟和平均缓冲区占用而言)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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