| A traffic model for the Xbox game Halo 2 |
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International Workshop on Network and Operating System Support for Digital Audio and Video
archive
Proceedings of the international workshop on Network and operating systems support for digital audio and video
table of contents
Stevenson, Washington, USA
SESSION: Network gaming
table of contents
Pages: 13 - 18
Year of Publication: 2005
ISBN:1-58113-987-X
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| Bibliometrics |
Downloads (6 Weeks): 11, Downloads (12 Months): 123, Citation Count: 7
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ABSTRACT
This paper analyses the traffic characteristics of, and proposes a traffic model for, the Xbox game Halo 2. Our goal is to help players and network providers to estimate the amount of traffic caused by the game and the impact on access links or provider networks. It also enables other researchers to use a realistic Halo 2 traffic model in network simulations. We focus on the following characteristics: bandwidth, packet rate and distribution of packet inter-arrival times and packet lengths. We compare the results with a previous analysis of Halo 1 and find some major differences - the client packet rate has been reduced, packet sizes have no longer a single fixed value per game and the mean packet size has decreased (so Halo 2 requires less bandwidth). Finally we develop traffic simulation models for Halo 2 and compare them against the experimentally obtained data.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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REVIEW
"Antonio Pescape' : Reviewer"
A packet-level traffic model of the Halo 2 network game is presented in this paper. A network simulator, version 2 (Ns-2) implementation of the found models is also presented. For the traffic model, a statistical analysis of interpacket times and
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