Towards Simulating the Communication Behavior of Real-Time Interactive Applications

Tim Humernbrum, C. Ahlbrand, S. Gorlatch
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Abstract

Real-Time Online Interactive Applications, e.g., multiplayer online games, connect a high number of users who interact with the application and with each other in real time, i.e., a response to a user's input should happen virtually immediately. We address the problem of reproducing the communication behavior of such applications in order to study the effect of various design decisions (application logic, underlying infrastructure, network protocols, etc.) at early stages of application development. We develop a flexible, lightweight simulator as an alternative to the state-of-the-art simulation approaches that rely on the recorded communication traffic of real applications. The advantage of our approach is that we can easily adapt to a particular application design and its underlying infrastructure and we can measure various communication metrics, without relying on existing application prototypes and real users. Our experiments demonstrate that the simulator realistically reproduces communication behavior for high numbers of users and that simulation results are very near to the communication patterns of recorded communication traffic, e.g., for the commercially successful multiplayer game Counter Strike.
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模拟实时交互应用程序的通信行为
实时在线交互应用程序,例如多人在线游戏,连接了大量与应用程序和彼此实时交互的用户,也就是说,对用户输入的响应应该立即发生。我们解决了再现这些应用程序的通信行为的问题,以便在应用程序开发的早期阶段研究各种设计决策(应用程序逻辑,底层基础设施,网络协议等)的影响。我们开发了一个灵活的,轻量级的模拟器,作为依赖于实际应用中记录的通信流量的最先进的模拟方法的替代方案。我们的方法的优点是,我们可以很容易地适应特定的应用程序设计及其底层基础设施,我们可以测量各种通信指标,而不依赖于现有的应用程序原型和实际用户。我们的实验表明,模拟器真实地再现了大量用户的通信行为,模拟结果非常接近记录通信流量的通信模式,例如,商业上成功的多人游戏反恐精英。
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