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Characterizing the gaming traffic of World of Warcraft: From game scenarios to network access technologies

机译:表征魔兽世界的游戏流量:从游戏场景到网络访问技术

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摘要

Over the past decade, massively multiplayer online role-playing games have become very popular and profitable, and they have attracted millions of people to play for fun in the virtual world. In this article, we first identify the fundamental challenges in MMORPG traffic analysis. Then, we mainly focus on the impact of the application scenarios and the network access technologies on the online gaming traffic. We carry out measurements and analysis of the traffic patterns of World of Warcraft (WoW) in three distinct gaming scenarios: downtown, hunting, and battling. Also in order to evaluate the impact of different network access technologies, we connect to the Internet through Ethernet, Wi-Fi, and mobile WiMAX. Based on the captured traces, we measure WoW traffic in terms of bandwidth consumption, delay, packet loss rate, packet size and packet inter-arrival time. Our real-trace analysis shows that the MMORPG traffic is highly dynamic with various game scenarios and the network performance is strongly affected by the network access technologies. To facilitate the simulation, we also develop a generalized traffic model by characterizing the MMORPG traffic dynamics.
机译:在过去的十年中,大型多人在线角色扮演游戏变得非常流行和盈利,它们吸引了数百万人在虚拟世界中玩耍。在本文中,我们首先确定MMORPG流量分析中的基本挑战。然后,我们主要关注应用场景和网络访问技术对在线游戏流量的影响。我们在以下三种不同的游戏场景中对魔兽世界(WoW)的交通模式进行了测量和分析:市区,狩猎和战斗。另外,为了评估不同网络访问技术的影响,我们通过以太网,Wi-Fi和移动WiMAX连接到Internet。基于捕获的轨迹,我们根据带宽消耗,延迟,丢包率,包大小和包到达时间来测量WoW流量。我们的实际跟踪分析表明,MMORPG流量在各种游戏场景下都是高度动态的,并且网络访问技术会严重影响网络性能。为了促进仿真,我们还通过表征MMORPG交通动态来开发通用交通模型。

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