skip to main content
10.1145/1326257.1326270acmconferencesArticle/Chapter ViewAbstractPublication PagesnetgamesConference Proceedingsconference-collections
research-article

ARMA(1,1) modeling of Quake4 Server to client game traffic

Published:19 September 2007Publication History

ABSTRACT

Modeling traffic generated by Internet based multiplayer computer games has attracted a great deal of attention in the past few years. In part this has been driven by a need to simulate correctly the network impact of highly interactive online game genres such as the first person shooter (FPS). Packet size distributions and autocorrelation models are important elements in the creation of realistic traffic generators for network simulators such as ns-2 and OMNET++. In this paper we show that ARMA(1,1) models capture the time series behaviour of Quake4 game traffic well. We also show that the random component of the ARMA models (the innovations) have distributions that appear to change little as the number of players increases.

References

  1. M. Borella, "Source models of network game traffic," Computer Communications, vol. 23, pp. 403--410, Feb 2000. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. P. Branch and G. Armitage, "Extrapolating server to client IP traffic from empirical measurements of first person shooter games," in 5th Workshop on Network System Support for Games 2006 (Netgames2006) Singapore, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. P. Branch and G. Armitage, "Measuring the auto-correlation of server to client traffic in first person shooter games," in Australian Telecommunications, Network and Applications Conference (ATNAC) Melbourne, Australia, 2006.Google ScholarGoogle Scholar
  4. Centre for Advanced Internet Architectures (CAIA), "Simulating online network games (SONG)," Accessed 14 March 2007, http://caia.swin.edu.au/sitcrcGoogle ScholarGoogle Scholar
  5. C. Chambers, W.-C. Feng, S. Sahu, and D. Saha, "Measurement-based characterization of a collection of on-line games," in Internet Measurement Conference 2005 (IMC2005) Berkeley California, 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. J. Farber, "Traffic modelling for fast action network games," Multimedia Tools and Applications, vol. 23, pp. 31--46, Dec 22 2004. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. W.-C. Feng, F. Chang, W.-C. Feng, and J. Walpole, "A traffic charaterization of popular on-line games," IEEE/ACM Transactions on Networking (TON), vol. 13, pp. 488--500, June 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. W.-C. Feng, F. Chang, W.-C. Feng, and J. Walpole, "Provisioning on-line games: A traffic analysis of a busy Counter-Strike server," in SIGCOMM Internet Measurement Workshop, Marseille, France, 2002. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. T. Henderson and S. Bhatti, "Modelling user behaviour in networked games," in 9th ACM International Conference on Multimedia (ACM Multimedia) Ottawa, Canada, 2001. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. T. Henderson and S. Bhatti, "Networked games - a QoS-sensitive application for QoS insensitive users?," in ACM SIGCOMM workshop on Revisiting IP QoS Karlsruhe, Germany, 2003. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. T. Lang and G. Armitage, "A ns2 model for the Xbox system link game HALO," in Australian Telecommunications, Networks and Applications Conference (ATNAC) Melbourne, Australia, 2003.Google ScholarGoogle Scholar
  12. T. Lang, G. Armitage, P. Branch, and H.-Y. Choo, "A synthetic traffic model for Half-Life," in Australian Telecommunications, Networks and Applications Conference (ATNAC) Melbourne, 2003.Google ScholarGoogle Scholar
  13. T. Lang, P. Branch, and G. Armitage, "A synthetic model for Quake III traffic," in Advances in Computer Entertainment (ACE2004) Singapore, 2004. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. S. Zander and G. Armitage, "A traffic model for the XBOX game Halo 2," in 15th ACM International Workshop on Network and Operating System Support for Digital Audio and Video (NOSSDAV2005) Washington, 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. G. Armitage, M. Claypoole, and P. Branch, Networking and online games: Understanding and engineering multiplayer Internet games. Chichester, England: John Wiley and Sons Ltd, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. R. Grunenfelder, J. Cosmas, S. Manthorpe, and A. Odinma-Okafor, "Characterization of video codecs as autoregressive moving average processes and related queueing system performance," IEEE Journal on Selected Areas in Communications, vol. 9, pp. 284--293, April 1991.Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. G. Box and G. Jenkins, Time series analysis: Forecasting and control, revised ed. San Francisco: Holden-Day Inc, 1976. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. ARMA(1,1) modeling of Quake4 Server to client game traffic

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        NetGames '07: Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
        September 2007
        138 pages
        ISBN:9780980446005
        DOI:10.1145/1326257

        Copyright © 2007 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 19 September 2007

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader