• Title/Summary/Keyword: Network Game Traffic

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Traffic Analysis and Modeling for Network Games (네트워크 게임 트래픽 분석 및 모델링)

  • Park Hyo-Joo;Kim Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.635-648
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    • 2006
  • As the advances of Internet infra structure and the support of console and mobile for network games, the industry of online game has been growing rapidly, and the online game traffic in the Internet has been increasing steadily. For design and simulation of game network, the analysis of online game traffic have to be preceded. Therefore a number of papers have been proposed for the purpose of analyzing the traffic data of network games and providing the models. We make and use GameNet Analyzer as a dedicated tool for game traffic measurement and analysis in this paper. We measure the traffic of FPS Quake 3, RTS Starcraft and MMORPG World of Warcraft (WoW), and analyze the packet size, packet IAT(inter-arrival time), data rate and packet rate according to the number of players and in-game behaviors. We also present the traffic models using measured traffic data. These analysis and models of game traffic can be used for effective network simulation, performance evaluation of game network and the design of online games.

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Measurement based Traffic Generator for Network Game (트래픽 측정에 기반한 네트워크 게임 트래픽 생성기)

  • Eunsil Hong;Jaecheol Kim;Yanghee Choi
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10c
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    • pp.49-51
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    • 2003
  • Developers of network games have used several prediction techniques for hiding transmission delay to support the real­time requirement of network games. Nowadays many researches that are related with network game are in progress to solve delay problems more radically, such as to propose new routers architecture and transport protocols suitable to characteristics of network game traffic. So for these advanced researches the tasks to grasp the traffic characteristics of a network game are needed. In this paper we aimed to capture the traffic of MMORPG and present the statistical analysis of measured data. The measurement and the analysis were accomplished with the server of 'Lineage' that regarded as the most successful MMORPG. Next, we have implemented a traffic generator that reflects the characteristics of MMORPG and shown that the trace generated by MMORPG traffic generator had identical characteristics with actual traffic using statistical testing method. We expect that this traffic generator can be used in many researches related with a network game.

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A Flexible Network Access Scheme for M2M Communications in Heterogeneous Wireless Networks

  • Tian, Hui;Xie, Wei;Xu, Youyun;Xu, Kui;Han, Peng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.3789-3809
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    • 2015
  • In this paper, we deal with the problem of M2M gateways' network selection for different types of M2M traffic in heterogeneous wireless networks. Based on the difference in traffic's quality of service (QoS) requirements, the M2M traffic produced by various applications is mainly classified as two categories: flexible traffic and rigid traffic. Then, game theory is adopted to solve the problem of network-channel selection with the coexistence of flexible and rigid traffic, named as flexible network access (FNA). We prove the formulated discrete game is a potential game. The existence and feasibility of the Nash equilibrium (NE) of the proposed game are also analyzed. Then, an iterative algorithm based on optimal reaction criterion and a distributed algorithm with limited feedback based on learning automata are presented to obtain the NE of the proposed game. In simulations, the proposed iterative algorithm can achieve a near optimal sum utility of whole network with low complexity compared to the exhaustive search. In addition, the simulation results show that our proposed algorithms outperform existing methods in terms of sum utility and load balance.

Game Traffic Classification Using Statistical Characteristics at the Transport Layer

  • Han, Young-Tae;Park, Hong-Shik
    • ETRI Journal
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    • v.32 no.1
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    • pp.22-32
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    • 2010
  • The pervasive game environments have activated explosive growth of the Internet over recent decades. Thus, understanding Internet traffic characteristics and precise classification have become important issues in network management, resource provisioning, and game application development. Naturally, much attention has been given to analyzing and modeling game traffic. Little research, however, has been undertaken on the classification of game traffic. In this paper, we perform an interpretive traffic analysis of popular game applications at the transport layer and propose a new classification method based on a simple decision tree, called an alternative decision tree (ADT), which utilizes the statistical traffic characteristics of game applications. Experimental results show that ADT precisely classifies game traffic from other application traffic types with limited traffic features and a small number of packets, while maintaining low complexity by utilizing a simple decision tree.

Network Traffic Control for War-game Simulation in Distributed Computing Environment (분산 컴퓨팅 환경에서의 워게임 시뮬레이션을 위한 네트워크 트래픽 제어)

  • Jang, Sung-Ho;Kim, Tae-Young;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.1-8
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    • 2009
  • The distributed war-game simulation system has been used to represent the virtual battlefield environment. In order to produce a simulation result, simulators connected from a network transfer messages with location information of simulated objects to a central simulation server. This network traffic is an immediate cause of system performance degradation. Therefore, the paper proposes a system to manage and control network traffic generated from distributed war-game simulation. The proposed system determines the moving distance of simulated objects and filters location messages by a distance threshold which is controlled according to system conditions like network traffic and location error. And, the system predicts the next location of simulated objects to minimize location error caused by message filtering. Experimental results demonstrate that the proposed system is effective to control the network traffic of distributed war-game simulation systems and reduce the location error of simulated objects.

Analysis of Game Traffic Characteristics of Realtime Online Network Games (실시간 온라인 네트워크 게임 환경에서의 게임 트래픽 특성 분석)

  • Jeong, Jong-Min;Lee, Mun-Kyu;Lee, Goo-Yeon
    • Journal of Industrial Technology
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    • v.20 no.B
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    • pp.233-238
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    • 2000
  • The study of game traffic has neglected by scientists, but as Internet gaming becomes more popular, multiplayer online games have become a significant element of Internet traffic. In this paper we analyze Internet traffic generated by sessions of multiplayer online games and study source models of multiplayer online game traffic. Our analysis shows that the empirical game traffic can be characterized by certain analytical model. We describe how our empirical traffic data set can be modeled and discuss how game server type influences interarrival distribution.

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Forecasting of Real Time Traffic Situation (실시간 교통상황 예보)

  • 홍유식;박종국
    • Journal of the Korean Institute of Intelligent Systems
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    • v.10 no.4
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    • pp.330-337
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    • 2000
  • This paper proposes a new concept of coordinating green this which controls 10 traffic intersection systems. For instance, if we have a baseballs game at 8 pm today, traffic volume toward the baseball game at 8 pm today, traffic volume toward the baseball game will be incr eased 1 hour or 1 hour 30 minutes before the baseball game. at that time we can not pred ict optimal green time Even though there have smart elctrosensitive traffic light system. Therefore, in this paper to improve average vehicle speed and reduce average vehicle waiting time, we created optimal green time using fuzzy rules and neural network. Computer simulation results proved reducing average vehicle waiting time proposed coordinating green time better than electro-sensitive traffic light system. Therefore, in this paper to improvevehicle speed and reduce average vehicle waiting time, we created optiual green time fuzzy rules and neural network. Computer simulation results proved reducing average vehicle waiting time which proposed coordinating green time better than electro-sensitive traffic light system dosen't consider coordinating green time.

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Optimal Allocation Strategy Based on Stackelberg Game for Inspecting Drunk Driving on Traffic Network

  • Jie, Yingmo;Li, Mingchu;Tang, Tingting;Guo, Cheng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.5759-5779
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    • 2017
  • As the main means to cope with the stubborn problem of drunk driving, the inspection of drunk driving has already been paid more attention and thus reinforced. In this paper, we model this scenario as a Stackelberg game, where the police department (called defender) allocates resources dynamically in terms of the traffic situation on the traffic network to arrest drink drivers and drivers who drink (called attacker), whether choosing drunk driving or designated driving service, expect to minimize their cost for given travel routes. However, with the number of resources are limited, our goal is to calculate the optimal resource allocation strategy for the defender. Therefore, first, we provide an effective approach (named OISDD) to fulfill our goal, i.e., generate the optimal strategy to inspect drunk driving. Second, we apply OISDD to directed graphs (which are abstracted from Dalian traffic network) to analyze and test its correctness and rationality. The experimental results show that OISDD is feasible and efficient.

Forcasting of Real Time Traffic Situation (실시간 교통상황 예보)

  • 홍유식;진현수;최명복;박종국
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2000.05a
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    • pp.292-297
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    • 2000
  • This paper proposes a new concept of coordinating green time which controls 10 traffic intersection systems. For instance, if we have a baseball game at 8 pm today, traffic volume toward the baseball game at 8 pm today, traffic volume toward the baseball game will be increased 1 hour or 1 hour and 30 minutes before the baseball game. At that time we can not predict optimal green time Even though there have smart elctro-sensitive traffic light system. Therefore, in this paper to improve average vehicle speed and reduce average vehicle waiting time, we created optimal green time using fuzzy rules and neural network. Computer simulation results proved reducing average vehicle waiting time which proposed coordinating green time better than electro-sensitive traffic light system dosen't consider coordinating green time.

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Active Node and Active Network Modeling For Network Traffic Progress (네트워크 트래픽 성능 향상을 위한 액티브 노드 및 액티브 네트워크 설계)

  • Choi Byung-Sun;Hwang Young-Chul;Lee Seong-Hyun;Lee Won-Goo;Lee Jae-Kwang
    • 한국컴퓨터산업교육학회:학술대회논문집
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    • 2003.11a
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    • pp.119-126
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    • 2003
  • Computer simulation has used to a area of military training from about several years ago. War game model(or computer simulation) endow a military man with field training such as combat experience without operating combat strength or capabilities. To samely construct simulation environment against actual combat environment is to well construct DB to operate war game model, associate among federates on network. Thus, we construct virtual combat environment enabling to efficiently manage network traffic among federates(or active nodes) on active network that construct virtual military training space such as urgent combat field needed to rapidly transfer combat information including image and video.

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