第一人称射击多人游戏流量分析

Qili Zhou, Colin J. Miller, V. Bassilious
{"title":"第一人称射击多人游戏流量分析","authors":"Qili Zhou, Colin J. Miller, V. Bassilious","doi":"10.1109/ISORC.2008.28","DOIUrl":null,"url":null,"abstract":"Internet delay is important for FPS games because it can determine who wins or loses a game. Network traffic for such games has been analysed using packet size and inter-packet time metrics fitting a statistical model. However, the effect of other network traffic on game traffic was not investigated or considered. This paper explores the traffic generated by an FPS game, taking into account the effects of other Internet traffic. Experiments were conducted in an isolated local network, repeated across the Internet and in a simulator with varying degrees of background traffic. FPS game packet inter-arrival time distribution was observed to spread with the decrease of bandwidth due to other traffic along network paths. The twin peak characteristic of packet inter-arrival time observed in the isolated local network experiment flattens and spreads to a bell-shape as bandwidth decreases due to the increased and non-unique delay of packet arrivals.","PeriodicalId":378715,"journal":{"name":"2008 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing (ISORC)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"15","resultStr":"{\"title\":\"First Person Shooter Multiplayer Game Traffic Analysis\",\"authors\":\"Qili Zhou, Colin J. Miller, V. Bassilious\",\"doi\":\"10.1109/ISORC.2008.28\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Internet delay is important for FPS games because it can determine who wins or loses a game. Network traffic for such games has been analysed using packet size and inter-packet time metrics fitting a statistical model. However, the effect of other network traffic on game traffic was not investigated or considered. This paper explores the traffic generated by an FPS game, taking into account the effects of other Internet traffic. Experiments were conducted in an isolated local network, repeated across the Internet and in a simulator with varying degrees of background traffic. FPS game packet inter-arrival time distribution was observed to spread with the decrease of bandwidth due to other traffic along network paths. The twin peak characteristic of packet inter-arrival time observed in the isolated local network experiment flattens and spreads to a bell-shape as bandwidth decreases due to the increased and non-unique delay of packet arrivals.\",\"PeriodicalId\":378715,\"journal\":{\"name\":\"2008 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing (ISORC)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2008-05-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"15\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2008 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing (ISORC)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISORC.2008.28\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2008 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing (ISORC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISORC.2008.28","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 15

摘要

网络延迟对于FPS游戏来说非常重要,因为它可以决定游戏的胜负。这种游戏的网络流量已经使用数据包大小和数据包间时间指标来分析,以拟合统计模型。然而,其他网络流量对游戏流量的影响并没有被调查或考虑。本文研究了FPS游戏产生的流量,并考虑了其他互联网流量的影响。实验在一个孤立的本地网络中进行,在互联网上和具有不同程度背景流量的模拟器中重复进行。观察到FPS游戏数据包间到达时间分布随着网络路径上其他流量导致的带宽减少而扩展。在孤立的本地网络实验中观察到的分组间到达时间的双峰特征趋于平缓,并随着带宽的减少而扩展为钟形,这是由于分组到达的增加和非唯一延迟。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
First Person Shooter Multiplayer Game Traffic Analysis
Internet delay is important for FPS games because it can determine who wins or loses a game. Network traffic for such games has been analysed using packet size and inter-packet time metrics fitting a statistical model. However, the effect of other network traffic on game traffic was not investigated or considered. This paper explores the traffic generated by an FPS game, taking into account the effects of other Internet traffic. Experiments were conducted in an isolated local network, repeated across the Internet and in a simulator with varying degrees of background traffic. FPS game packet inter-arrival time distribution was observed to spread with the decrease of bandwidth due to other traffic along network paths. The twin peak characteristic of packet inter-arrival time observed in the isolated local network experiment flattens and spreads to a bell-shape as bandwidth decreases due to the increased and non-unique delay of packet arrivals.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信