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Post-game estimation of game client RTT and hop count distributions
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Source Network and System Support for Games archive
Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games table of contents
Singapore
Article No. 33  
Year of Publication: 2006
ISBN:1-59593-589-4
Authors
Grenville Armitage  Swinburne University of Technology, Melbourne, Australia
Carl Javier  Swinburne University of Technology, Melbourne, Australia
Sebastian Zander  Swinburne University of Technology, Melbourne, Australia
Sponsor
SIGCOMM: ACM Special Interest Group on Data Communication
Publisher
ACM  New York, NY, USA
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ABSTRACT

In first person shooter (FPS) games the round trip time (RTT) between a client and server influences player decisions on which server to join. Game servers do not accurately log the RTT of potential clients who only probed the server. We describe a simple, active method of estimating the RTT and hop-count between server and client when armed only with each client's IP address. For rough approximations this scheme works days or weeks after client IP addresses were collected. We illustrate using data gathered from a Wolfenstein Enemy Territory server operating in Australia, providing after-the-fact comparisons between the RTT and hop-count distributions of clients who probe a server versus clients who actually join a server and play.


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
G. Armitage, "Sensitivity of Quake3 Players To Network Latency," Poster session, SIGCOMM Internet Measurement Workshop, San Francisco, November 2001
 
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S. Zander, G. Armitage. "Empirically Measuring the QoS Sensitivity of Interactive Online Game Players". Australian Telecommunications Networks & Applications Conference (ATNAC), Sydney, Australia December 8--10 2004
 
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9
IANA http://www.iana.org/faqs/abuse-faq.htm#SpecialUseAddresses (viewed 30 July 2006)
 
10
Maxmind, "GeoLite Country," http://www.maxmind.com/app/geoip_country (viewed 30 July 2006)
 
11
Wolfenstein Enemy Territory, http://games.activision.com/games/wolfenstein (viewed 30 July 2006)
 
12
K. Auerbach. "Why ICMP Echo (Ping) Is Not Good For Network Measurements". InterWorking Labs, April, 2004 (http://www.iwl.com/Resources/Papers/icmp-echo_print.html, viewed 30 July 2006)
 
13
G. Armitage, C. Javier, S. Zander, "Post-game Estimation of Game Client RTT and Hop Count Distributions," CAIA Technical Report 060801A, Swinburne University of Technology, August 2006 (http://caia.swin.edu.au/reports/060801A/CAIA-TR-060801A.pdf)

Collaborative Colleagues:
Grenville Armitage: colleagues
Carl Javier: colleagues
Sebastian Zander: colleagues