Abstract
The growing popularity of delay-sensitive multi-player games over the Internet is creating a need for proper characterisation of such traffic. We are currently developing source models for game traffic, on a per-player basis, with the intended use being to scale the models to simulate scenarios involving large numbers of players, which will enable us to observe the effects of game traffic on the network. We outline the procedure used, and we show that for certain cases, relatively simple source models are able to provide sufficiently accurate results (in terms of mean delay and mean buffer occupancy).
Original language | English |
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Title of host publication | Proceedings - International Conference on Information Technology: Coding and Computing, ITCC 2000 |
Place of Publication | Piscataway, NJ |
Publisher | Institute of Electrical and Electronics Engineers (IEEE) |
Pages | 228-233 |
Number of pages | 6 |
ISBN (Electronic) | 0769505406, 9780769505404 |
DOIs | |
Publication status | Published - 2000 |
Externally published | Yes |
Event | 1st International Conference on Information Technology: Coding and Computing, ITCC 2000 - Las Vegas, United States Duration: 27 Mar 2000 → 29 Mar 2000 |
Other
Other | 1st International Conference on Information Technology: Coding and Computing, ITCC 2000 |
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Country/Territory | United States |
City | Las Vegas |
Period | 27/03/00 → 29/03/00 |