

As a case study we used Activision Blizzard’s World of Warcraft. The resulting implementation can generate hundreds of MMORPG streams on a single PC. In order to achieve scalability of the system, we use Linux Containers as a virtualization technique.

We propose an architecture which enables scalable, behavior-driven traffic generation and implement it in a laboratory testbed.

Player behavior models explore number of active players, session duration, as well as lengths and probability of session segments (i.e., parts of the session consisting of only one category of player actions).

#Quake ii models generator#
Network traffic models are implemented in Distributed Internet Traffic Generator and verified through comparison with the real traffic. Based on the obtained datasets we have created network traffic models for each action category and player behavior models with focus on hourly and daily trends. We have performed measurements of network traffic for each of the previously defined action categories for MMORPGs (Trading, Questing, Dungeons, Raiding, Player versus Player Combat, and Uncategorized), as well as measurements of application level player behavior in terms of listed action categories.
#Quake ii models software#
In this paper we present a software architecture for traffic generation based on application level player behavior in Massively Multiplayer Online Role-Playing Games (MMORPGs). Our key contributions are: (a) a review of the state-of-the-art of cloud gaming (b) reverse engineering of the OnLive protocol and (c) a synthetic traffic model for OnLive. The purpose of this paper is to investigate OnLive, one of the most popular cloud gaming platforms. As cloud gaming presents new challenges for both network engineers and the research community, both groups need to be fully conversant with these new cloud gaming platforms. Nonetheless, this revolutionary approach significantly affects the network load generated by online games. This approach requires no downloads or game installation because the actual game is executed on the game company’s server and is streamed directly to the client. Cloud gaming, or gaming on demand, is a type of online gaming that allows on-demand streaming of game content onto non-specialised devices (e.g. We discuss and present what the few pioneering researchers within this niche field have discovered during their investigations into the effects of network impairments on players' performance and perceived quality of gameplay.Ĭloud gaming is a new paradigm that is envisaged to play a pivotal role in the video game industry in forthcoming years. In this paper, we survey the existing literature to analyze this under-explored topic by first examining the complexities of researching online gaming. With the recent trends showing gaming traffic will increase, network operators now have an incentive to investigate this relationship in order to guarantee their subscribers a good quality of service. Relatively few researchers have attempted to investigate the relationship between network quality characteristics and the quality of gameplay. In recent years, trends have shown that the proportion of global internet traffic due to online gaming and other gaming-related tasks has noticeably increased. Course Paper: Networked multiplayer gaming, or online gaming, has been an increasingly popular mode for enjoying video games for the past twenty years.
