Conference Proceedings of the 2003 IEEE International
DOI: 10.1109/pccc.2003.1203707
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Network analysis of Counter-strike and Starcraft

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Cited by 31 publications
(18 citation statements)
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“…15 The LAN game was 1 player versus 1 player (1v1), and the Battle.net games had 1 player versus 1 player game and a 2 player team versus another 2 player team (2v2) game. Unlike other popular networked games [8] (and unlike Age of Mythology and Command and Conquer: Generals), Warcraft III uses TCP as the transport protocol with port 6112 for the server. All IP traces were performed on the client machines.…”
Section: Traffic For Full Gamesmentioning
confidence: 99%
See 1 more Smart Citation
“…15 The LAN game was 1 player versus 1 player (1v1), and the Battle.net games had 1 player versus 1 player game and a 2 player team versus another 2 player team (2v2) game. Unlike other popular networked games [8] (and unlike Age of Mythology and Command and Conquer: Generals), Warcraft III uses TCP as the transport protocol with port 6112 for the server. All IP traces were performed on the client machines.…”
Section: Traffic For Full Gamesmentioning
confidence: 99%
“…All three traces have low bitrates that can easily be achieved with a modem. In comparison, Starcraft, 16 the previous generation RTS game from Blizzard, has a bitrate of about 5 Kbps for a two-player game [8], similar to that of Warcraft III. Fig.…”
Section: Traffic For Full Gamesmentioning
confidence: 99%
“…In addition, while incoming packets have an extremely narrow distribution centered around the mean size of 40 bytes, outgoing packets have a much wider distribution around a significantly larger mean. This is not surprising as the game server itself is logically playing the role of a broadcaster: taking state information from each client, aggregating the results, and broadcasting it out to all other clients [23]. Such application-level broadcasts generate larger packets and cause the outgoing bandwidth to exceed the incoming bandwidth even though the rate of incoming packets exceeds that of outgoing packets.…”
Section: Tiny Packetsmentioning
confidence: 99%
“…Academic research into on-line gaming covers a diverse set of research disciplines, such as artificial intelligence [9,22] human-computer interaction [14], economics [27], computer graphics [7,26,63], security [6] and networking [32,15,13]. The overlap of networking research and games research is of particular interest to us.…”
Section: Historymentioning
confidence: 99%