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Modelling user behaviour in networked games
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Source International Multimedia Conference; Vol. 9 archive
Proceedings of the ninth ACM international conference on Multimedia table of contents
Ottawa, Canada
Session: Network Games table of contents
Pages: 212 - 220  
Year of Publication: 2001
ISBN:1-58113-394-4
Authors
Tristan Henderson  University College London, London, UK
Saleem Bhatti  University College London, London, UK
Sponsors
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
SIGCOMM: ACM Special Interest Group on Data Communication
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

In this paper we attempt to gain an understanding of the behaviour of users in a multipoint, interactive communication scenario. In particular, we wish to understand the dynamics of user participation at a session level. We present wide-area session level traces of the popular multiplayer networked games Quake and Half-Life. These traces were gathered by regularly polling 2256 game servers located all over the Internet, and querying the number of players present at each server and how long they had been playing. We analyse three specific features of the data: the number of players in a game, the interarrival times between players and the length of a player's session. We find significant time-of-day and network externality effects in the number of players. Player duration times fit an exponential distribution, while interarrival times fit a heavy-tailed distribution. The implications of our findings are discussed in the context of provisioning and charging for network quality of service for multipoint and multicast transmission. This work is ongoing.


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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CITED BY  21

Collaborative Colleagues:
Tristan Henderson: colleagues
Saleem Bhatti: colleagues