000056196 001__ 56196
000056196 005__ 20190529115156.0
000056196 0247_ $$2doi$$a10.1155/2014/602403
000056196 0248_ $$2sideral$$a85444
000056196 037__ $$aART-2014-85444
000056196 041__ $$aeng
000056196 100__ $$aSuznjevic, M.
000056196 245__ $$aAnalyzing the effect of tcp and server population on massively multiplayer games
000056196 260__ $$c2014
000056196 5060_ $$aAccess copy available to the general public$$fUnrestricted
000056196 5203_ $$aMany Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCP Vegas is a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely, Tahoe, Reno, and New Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows.
000056196 536__ $$9info:eu-repo/grantAgreement/ES/MICINN/TIN2010-17298$$9info:eu-repo/grantAgreement/EC/FP7/285939/EU/Centre of Research Excellence for Advanced Cooperative Systems/ACROSS
000056196 540__ $$9info:eu-repo/semantics/openAccess$$aby$$uhttp://creativecommons.org/licenses/by/3.0/es/
000056196 655_4 $$ainfo:eu-repo/semantics/article$$vinfo:eu-repo/semantics/publishedVersion
000056196 700__ $$0(orcid)0000-0002-6977-6363$$aSaldaña, J.
000056196 700__ $$aMatijasevic, M.
000056196 700__ $$0(orcid)0000-0002-5237-0447$$aFernández-Navajas, J.$$uUniversidad de Zaragoza
000056196 700__ $$0(orcid)0000-0003-4690-6089$$aRuiz-Mas, J.$$uUniversidad de Zaragoza
000056196 7102_ $$15008$$2560$$aUniversidad de Zaragoza$$bDpto. Ingeniería Electrón.Com.$$cÁrea Ingeniería Telemática
000056196 773__ $$g2014 (2014), 602403 [17 pp]$$pInt. J. Comput. Games Technol.$$tInternational Journal of Computer Games Technology$$x1687-7047
000056196 8564_ $$s4801781$$uhttp://zaguan.unizar.es/record/56196/files/texto_completo.pdf$$yVersión publicada
000056196 8564_ $$s102468$$uhttp://zaguan.unizar.es/record/56196/files/texto_completo.jpg?subformat=icon$$xicon$$yVersión publicada
000056196 909CO $$ooai:zaguan.unizar.es:56196$$particulos$$pdriver
000056196 951__ $$a2019-05-29-11:35:58
000056196 980__ $$aARTICLE