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Transformation Approach to Model Online Gaming Traffic

机译:在线游戏流量建模的转换方法

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In this paper, we propose a transformation scheme used to analyze online gaming traffic properties and develop a traffic model. We analyze the packet size and the inter departure time distributions of a popular first-person shooter game (Left 4 Dead) and a massively multiplayer online role-playing game (World of Warcraft) in order to compare them to the existing scheme. Recent online gaming traffic is erratically distributed, so it is very difficult to analyze. Therefore, our research focuses on a transformation scheme to obtain new smooth patterns from a messy dataset. It extracts relatively heavy-weighted density data and then transforms them into a corresponding dataset domain to obtain a simplified graph. We compare the analytical model histogram, the chi-square statistic, and the quantile-quantile plot of the proposed scheme to an existing scheme. The results show that the proposed scheme demonstrates a good fit in all parts. The chi-square statistic of our scheme for the Left 4 Dead packet size distribution is less than one ninth of the existing one when dealing with erratic traffic.
机译:在本文中,我们提出了一种用于分析在线游戏流量属性并开发流量模型的转换方案。我们分析了流行的第一人称射击游戏(左4死)和大型多人在线角色扮演游戏(魔兽世界)的数据包大小和出站时间分布,以便将它们与现有方案进行比较。最近的在线游戏流量分布不规律,因此很难分析。因此,我们的研究重点是从杂乱的数据集中获取新的平滑模式的转换方案。它提取相对较重的密度数据,然后将它们转换为相应的数据集域以获得简化的图形。我们将分析模型的直方图,卡方统计量以及拟议方案的分位数-分位数图与现有方案进行比较。结果表明,所提出的方案在所有部分都显示出良好的拟合度。当处理不稳定的流量时,我们的“左4死”数据包大小分布方案的卡方统计量不到现有数据量的九分之一。

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