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Full-Text Articles in Computer Engineering

Provisioning On-Line Games: A Traffic Analysis Of A Busy Counter-Strike Server, Wu-Chang Feng, Francis Chang, Wu-Chi Feng, Jonathan Walpole May 2002

Provisioning On-Line Games: A Traffic Analysis Of A Busy Counter-Strike Server, Wu-Chang Feng, Francis Chang, Wu-Chi Feng, Jonathan Walpole

Computer Science Faculty Publications and Presentations

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 game server is highly predictable and can be attributed to the fact that current game designs target the saturation of the narrowest, last-mile link. Specifically, in order to maximize the interactivity of the game itself and to provide relatively uniform experiences between players playing over different network speeds, on-line games typically fix their usage requirements in such a way as to saturate the network link of their lowest speed players. While …


Supporting Low-Latency Tcp-Based Media Streams, Ashvin Goel, Charles Krasic, Kang Li, Jonathan Walpole May 2002

Supporting Low-Latency Tcp-Based Media Streams, Ashvin Goel, Charles Krasic, Kang Li, Jonathan Walpole

Computer Science Faculty Publications and Presentations

The dominance of the TCP protocol on the Internet and its success in maintaining Internet stability has led to several TCP-based stored media-streaming approaches. The success of these approaches raises the question whether TCP can be used for low-latency streaming. Low latency streaming allows responsive control operations for media streaming and can make interactive applications feasible. We examined adapting the TCP send buffer size based on TCP's congestion window to reduce application perceived network latency. Our results show that this simple idea significantly improves the number of packets that can be delivered within 200 ms and 500 ms thresholds.