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Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games
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Source Network and System Support for Games archive
Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games table of contents
Hawthorne, NY
SESSION: Game traffic characterization table of contents
Pages: 1 - 12  
Year of Publication: 2005
ISBN:1-59593-156-2
Authors
Sebastian Zander  Swinburne University of Technology, Melbourne, Australia
David Kennedy  Swinburne University of Technology, Melbourne, Australia
Grenville Armitage  Swinburne University of Technology, Melbourne, Australia
Publisher
ACM  New York, NY, USA
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ABSTRACT

We study the 'background traffic' resulting from tens of thousands of networked first person shooter (FPS) clients searching for servers on which to play. Networked, multiplayer games utilise the network in two distinct ways. Game play is typically built around a client-server communication model, and the resulting traffic patterns have been well studied to date. However, the discovery of available game servers is itself a client-server process. Operational game servers register themselves with well-known 'master servers', which are then queried by game clients looking for available servers. Game clients then probe the servers and retrieve information such as game type, number of other players, currently active map, and latency (ping time). We instrumented two active and public "Wolfenstein: Enemy Territory" servers over 20 weeks, developed a simple method to differentiate client probes from game-play traffic, and then characterized and contrasted the time-of-day, geographical distributions and traffic characteristics of both traffic types. We find that a significant amount of a server's traffic is probe traffic and the geographical origins are very different for both types of traffic. We propose techniques to improve server location and to decrease the amount of probe traffic.


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.

 
1
S. McCreary and k. claffy, "Trends in wide area IP traffic patterns - A view from Ames Internet Exchange", in ITC Specialist Seminar, Monterey, CA, 18--20 Sep 2000.
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qstat, http://www.qstat.org/ (as of June 2005)
 
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gamespy, http://www.gamespy.com/ (as of June 2005)
 
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Enemy Territory, http://www.enemy-territory.com (as of June 2005)
 
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M.S. Borella. Source models of network game traffic. Proceedings of networld+interop '99, Las Vegas, NV, May 1999.
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T. Lang, G. Armitage, P. Branch, H-Y. Choo. A Synthetic Traffic Model for Half Life. Australian Telecommunications Networks & Applications Conference (ATNAC) 2003, Melbourne, Australia, December 2003.
 
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T. Lang, G. Armitage, "A ns-2 model for the System Link game Halo", Australian Telecommunications Networks & Applications Conference (ATNAC) 2003, Melbourne, Australia, December 2003.
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J. Lakkakorpia, A. Heinerb, J. Ruutuc. Measurement and characterization of Internet gaming traffic. Research Seminar on Networking, Helsinki University of Technology, Networking Laboratory, Espoo, Finland, February 2002.
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GrangeNet, http://www.grangenet.net/ (as of June 2005)
 
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ETPro, http://bani.anime.net/etpro/ (as of June 2005)
 
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NetMate, http:/sourceforge.net/projects/netmate-meter/ (as of June 2005).
 
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MaxMind GeoIP Free, http:/www.maxmind.com/app/geoip_country (as of June 2005)
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Collaborative Colleagues:
Sebastian Zander: colleagues
David Kennedy: colleagues
Grenville Armitage: colleagues