This paper describes the results of a 500 million packet trace of a popular on-line, multi-player, game server. The results show that the traffic behavior of this heavily loaded ga...
Francis Chang, Wu-chang Feng, Wu-chi Feng, Jonatha...
With a shift in the on-line gaming landscape from individually hosted game servers, to gaming services centrally hosted by game publishers, game console manufacturers, and third-p...
We study the ‘background traffic’ resulting from tens of thousands of networked first person shooter (FPS) clients searching for servers on which to play. Networked, multiplay...
Sebastian Zander, David Kennedy, Grenville J. Armi...
In this paper, we advocate the problem of reusing Multiplayer Online Game (MOG) in Client-Server (C/S) architecture. The problem is that MOG services cannot continue to be provide...
Today most multiplayer game servers are pre-located statically, which makes it hard for gamers to find equi-ping hosts for their matches. This is especially important for first per...
Massively Multiplayer Online Games have become increasingly popular. However, their operation is costly, as game servers must be maintained. To reduce these costs, we aim at provi...