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Erschienen in: Multimedia Systems 5/2014

01.10.2014 | Special Issue Paper

On synthetic workloads for multiplayer online games: a methodology for generating representative shooter game workloads

verfasst von: Max Lehn, Tonio Triebel, Robert Rehner, Benjamin Guthier, Stephan Kopf, Alejandro Buchmann, Wolfgang Effelsberg

Erschienen in: Multimedia Systems | Ausgabe 5/2014

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Abstract

We present approaches to the generation of synthetic workloads for benchmarking multiplayer online gaming infrastructures. Existing techniques, such as mobility or traffic models, are often either too simple to be representative for this purpose or too specific for a particular network structure. Desirable properties of a workload are reproducibility, representativeness, and scalability to any number of players. We analyze different mobility models and AI-based workload generators. Real gaming sessions with human players using the prototype game Planet PI4 serve as a reference workload. Novel metrics are used to measure the similarity between real and synthetic traces with respect to neighborhood characteristics. We found that, although more complicated to handle, AI players reproduce real workload characteristics more accurately than mobility models.

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Fußnoten
1
This categorization is inspired by Fan et al. [7], who divide the tasks of a P2P game into six issues, of which five also apply to client/server infrastructures.
 
2
The relation between quality of service and quality of experience is far from trivial and a field of research on its own. Specifically for games, there has been research on player performance depending on network properties [1].
 
3
Using dead reckoning techniques [13], position updates might not be sent in a precisely fixed frequency, but instead to a certain degree depend on the players' activities. Still, there is usually a minimum and maximum rate at which these updates are transmitted. On average, they are thus expected to show a more regular behavior.
 
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Metadaten
Titel
On synthetic workloads for multiplayer online games: a methodology for generating representative shooter game workloads
verfasst von
Max Lehn
Tonio Triebel
Robert Rehner
Benjamin Guthier
Stephan Kopf
Alejandro Buchmann
Wolfgang Effelsberg
Publikationsdatum
01.10.2014
Verlag
Springer Berlin Heidelberg
Erschienen in
Multimedia Systems / Ausgabe 5/2014
Print ISSN: 0942-4962
Elektronische ISSN: 1432-1882
DOI
https://doi.org/10.1007/s00530-014-0359-z

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