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[游戏封包分析
Traffic Analysis of a Popular Massively Multiplayer Online Role Playing Game (MMORPG) presented by Jong Gun Lee (jglee@an.kaist.ac.kr) Advanced Networking Lab,. KAIST Breakdown Introduction Motivation Background Problem definition Part I – Traffic identification Heuristic method Result of heuristic method Part II – Basic analysis Session duration Packet size distribution Part III – Further analysis Feasibility of the use of TCP protocol Latency Conclusion Future work Introduction Game traffic Amount about 3~5% of total backbone traffic at 2000 [2] These days probably more Characteristic of game traffic is different from one of other typical applications Game categories First person shooter games Unreal Tournament and Counter Striker Real-time strategy games Starcraft and Warcraft I, II MMORPGs World of Warcraft , Lineage I, II, and GuildWar Casual games Board games, Racing games, and etc Motivation So far, there are much researches on FPS and RTS games But, a little researches on MMORPG Why ? Until now, the major games are FPS and RTS games It is not easy to get the traffic of MMORPG because of game company policy and privacy issues But, MMORPGs are getting more popular We also need the characteristics of MMORPGs So, we collect and analyze the traffic of World of Warcraft (WOW), a popular MMORPG Problem definition To find the similar and different things between FPS games and MMORPGs in aspect of traffic characteristics To check the feasibility of the use of TCP protocol in MMORPGs This result is a preliminary result of game traffic analysis World of Warcraft Typical MMORPG Blizzard Entertainment At Dec 2004 test version Central server architecture TCP protocol Game server 3724 port Dataset Collected the packets at KAIST core router 1Gbps fiber link Link utilization: about 70~80% (up to 100%) Using GIGEMON 4.3GE Description How to get the game traffic We consider the traffic which are long-lived flows (class I) and flows generated by norm
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