Traffic characteristics of a massively multi-player online role playing game

J Kim, J Choi, D Chang, T Kwon, Y Choi… - Proceedings of 4th ACM …, 2005 - dl.acm.org
This paper presents traffic measurement of a Massively Multiplayer On-line Role Playing
Game (MMORPG). This analysis characterizes the MMORPG traffic and shows its …

Modeling system performance in MMORPG

G Huang, M Ye, L Cheng - IEEE Global Telecommunications …, 2004 - ieeexplore.ieee.org
Massive multiplayer online games are becoming popular and prosperous rapidly. Although
many papers have been published on system performance for online games in recent years …

Action specific massive multiplayer online role playing games traffic analysis: Case study of World of Warcraft

M Suznjevic, M Matijasevic, O Dobrijevic - Proceedings of the 7th ACM …, 2008 - dl.acm.org
In Massive Multiplayer Online Role Playing Games (MMORPGs) players can perform
various actions in the virtual world. We try to answer the question how is generated network …

Traffic modeling for massive multiplayer on-line role playing game (MMORPG) in GPRS access network

Y Wu, H Huang, D Zhang - 2006 International Conference on …, 2006 - ieeexplore.ieee.org
Investigation of the multiplayer on-line game traffic is not only interesting but also important.
From network point of view, accurate traffic models are highly required to generate a …

Game traffic analysis: An MMORPG perspective

KT Chen, P Huang, CY Huang, CL Lei - Proceedings of the international …, 2005 - dl.acm.org
Online gaming is one of the most profitable businesses over the Internet. Among all genres
of the online games, the popularity of the MMORPG (Massive Multiplayer Online Role …

An empirical evaluation of TCP performance in online games

KT Chen, CY Huang, P Huang, CL Lei - Proceedings of the 2006 ACM …, 2006 - dl.acm.org
A fundamental design question to ask in the development of a network game is---Which
transport protocol should be used---TCP, UDP, or some other protocols? Seeking an …

A distributed architecture for MMORPG

M Assiotis, V Tzanov - Proceedings of 5th ACM SIGCOMM workshop on …, 2006 - dl.acm.org
We present an approach to support Massively Multiplayer Online Role-Playing Games. Our
proposed solution begins by splitting the large virtual world into smaller regions, each region …

The fun of using TCP for an MMORPG

C Griwodz, P Halvorsen - … of the 2006 International workshop on …, 2006 - dl.acm.org
Massive multi-player online games have become a popular, fast growing, multi-million
industry with a very high user mass supporting hundreds or thousands of concurrent players …

A long-term study of a popular MMORPG

W Feng, D Brandt, D Saha - Proceedings of the 6th ACM SIGCOMM …, 2007 - dl.acm.org
Over the last decade, Massively Multi-player On-line Role Playing Games (MMORPGs),
have become big business. In typical MMORPGs, players pay a monthly subscription to the …

A traffic characterization of popular on-line games

W Feng, F Chang, W Feng… - IEEE/ACM Transactions …, 2005 - ieeexplore.ieee.org
This paper describes the results of the first comprehensive analysis of a range of popular on-
line, multiplayer, game servers. The results show that the traffic behavior of these servers is …