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2nd International ICST Workshop on Hot Topics in Peer-to-Peer Systems

Research Article

A packet-level traffic model of Starcraft

Cite
BibTeX Plain Text
  • @INPROCEEDINGS{10.1109/HOT-P2P.2005.4,
        author={Alberto  Dainotti and Antonio  Pescape and Giorgio  Ventre},
        title={A packet-level traffic model of Starcraft},
        proceedings={2nd International ICST Workshop on Hot Topics in Peer-to-Peer Systems},
        publisher={IEEE},
        proceedings_a={HOT-P2P},
        year={2005},
        month={10},
        keywords={},
        doi={10.1109/HOT-P2P.2005.4}
    }
    
  • Alberto Dainotti
    Antonio Pescape
    Giorgio Ventre
    Year: 2005
    A packet-level traffic model of Starcraft
    HOT-P2P
    IEEE
    DOI: 10.1109/HOT-P2P.2005.4
Alberto Dainotti1,*, Antonio Pescape1,*, Giorgio Ventre1
  • 1: University of Napoli "Federico II"
*Contact email: alberto@unina.it, pescape@unina.it

Abstract

Starcraft is a popular real time strategy game that uses a peer-to-peer network communication model. In this paper we analyze its traffic and we provide a statistical characterization at packet-level obtained by varying the number of players. We examine the time dynamics between individual packets within a game session as well as the packet sizes. Also, we provide analytical models approximating the empirical distributions found, we study properties of the tails and of the auto-correlation function, and we investigate the presence of self-similarity. The results obtained show how traffic generated by such game has different characteristics from the traffic prevailing on the Internet in past years.

Published
2005-10-24
Publisher
IEEE
http://dx.doi.org/10.1109/HOT-P2P.2005.4
Copyright © 2005–2025 IEEE
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