{"title":"第一人称射击游戏流量的ARMA(1,1)预测模型","authors":"P. Branch, A. Cricenti, G. Armitage","doi":"10.1109/MMSP.2008.4665172","DOIUrl":null,"url":null,"abstract":"Modeling traffic generated by Internet-based multiplayer computer games has attracted a great deal of attention in the past few years. In part this has been driven by a need to simulate correctly the network impact of highly interactive online game genres such as the first person shooter (FPS). Packet size distributions and autocovariance models are important elements in the creation of realistic traffic generators for network simulators. In this paper we present simple techniques for creating representative models for N-player FPS games based on empirically measured traffic of 2- and 3-player games. The models capture the packet size distribution as well as the time series behaviour of game traffic. We illustrate the likely generality of our approach using data from seven FPS games that have been popular over the past nine years: Half-Life, Half-Life Counterstrike, Half-Life 2, Half-Life 2 Counterstrike, Quake III Arena, Quake 4 and Wolfenstein Enemy Territory.","PeriodicalId":402287,"journal":{"name":"2008 IEEE 10th Workshop on Multimedia Signal Processing","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"16","resultStr":"{\"title\":\"An ARMA(1,1) prediction model of first person shooter game traffic\",\"authors\":\"P. Branch, A. Cricenti, G. Armitage\",\"doi\":\"10.1109/MMSP.2008.4665172\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Modeling traffic generated by Internet-based multiplayer computer games has attracted a great deal of attention in the past few years. In part this has been driven by a need to simulate correctly the network impact of highly interactive online game genres such as the first person shooter (FPS). Packet size distributions and autocovariance models are important elements in the creation of realistic traffic generators for network simulators. In this paper we present simple techniques for creating representative models for N-player FPS games based on empirically measured traffic of 2- and 3-player games. The models capture the packet size distribution as well as the time series behaviour of game traffic. We illustrate the likely generality of our approach using data from seven FPS games that have been popular over the past nine years: Half-Life, Half-Life Counterstrike, Half-Life 2, Half-Life 2 Counterstrike, Quake III Arena, Quake 4 and Wolfenstein Enemy Territory.\",\"PeriodicalId\":402287,\"journal\":{\"name\":\"2008 IEEE 10th Workshop on Multimedia Signal Processing\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2008-11-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"16\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2008 IEEE 10th Workshop on Multimedia Signal Processing\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/MMSP.2008.4665172\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2008 IEEE 10th Workshop on Multimedia Signal Processing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/MMSP.2008.4665172","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
An ARMA(1,1) prediction model of first person shooter game traffic
Modeling traffic generated by Internet-based multiplayer computer games has attracted a great deal of attention in the past few years. In part this has been driven by a need to simulate correctly the network impact of highly interactive online game genres such as the first person shooter (FPS). Packet size distributions and autocovariance models are important elements in the creation of realistic traffic generators for network simulators. In this paper we present simple techniques for creating representative models for N-player FPS games based on empirically measured traffic of 2- and 3-player games. The models capture the packet size distribution as well as the time series behaviour of game traffic. We illustrate the likely generality of our approach using data from seven FPS games that have been popular over the past nine years: Half-Life, Half-Life Counterstrike, Half-Life 2, Half-Life 2 Counterstrike, Quake III Arena, Quake 4 and Wolfenstein Enemy Territory.