637 research outputs found

    Behavior Pattern Recognition of Game Dragon Nest Using Bloom Filter Method

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    Dragon Nest is one of Massively Multiplayer Online Role-playing Game (MMORPG online games. It has become the most popular online game played by people around the world. This work observes two examples of the MMORPG online games: the Dragon Nest INA and the Legend DN II. The purpose is to analyze the traffic data of the Dragon Nest to find and discern the patterns of behavior of the Dragon Nest INA and the Legend DN II using Deep Packet Inspection (DPI).  A dataset is constructed by capturing traffic data from the testbed environment. Then feature extraction, feature selection, and visualization are performed during the experiments. Experiment results shows the traffic data of the Dragon Nest INA is higher than the Legend DN II. It is because of the difference in the number of entries in the game. Then, the Bloom filter method is used as a tool to check the existence of a pattern of the Dragon Nest in the dataset. The false positive rate of matching is 0.399576%

    On the effectiveness of an optimization method for the traffic of TCP-based multiplayer online games

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    This paper studies the feasibility of using an optimization method, based on multiplexing and header compression, for the traffic of Massively Multiplayer Online Role Playing Games (MMORPGs) using TCP at the Transport Layer. Different scenarios where a number of flows share a common network path are identified. The adaptation of the multiplexing method is explained, and a formula of the savings is devised. The header compression ratio is obtained using real traces of a popular game and a statistical model of its traffic is used to obtain the bandwidth saving as a function of the number of players and the multiplexing period. The obtained savings can be up to 60 % for IPv4 and 70 % for IPv6. A Mean Opinion Score model from the literature is employed to calculate the limits of the multiplexing period that can be used without harming the user experience. The interactions between multiplexed and non-multiplexed flows, sharing a bottleneck with different kinds of background traffic, are studied through simulations. As a result of the tests, some limits for the multiplexing period are recommended: the unfairness between players can be low if the value of the multiplexing period is kept under 10 or 20 ms. TCP background flows using SACK (Selective Acknowledgment) and Reno yield better results, in terms of fairness, than Tahoe and New Reno. When UDP is used for background traffic, high values of the multiplexing period may stress the unfairness between flows if network congestion is severe

    Analyzing the effect of tcp and server population on massively multiplayer games

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    Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCP Vegas is a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely, Tahoe, Reno, and New Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows

    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real

    A looking-out portal (LOP) approach to enhance qualitative aspects of bandwidth utilisation in academic networks

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    Campuses of educational institutions periodically need to increase network bandwidth to keep up with increased demand and this decision is based on the quantitative aspects of the network bandwidth utilisation. The qualitative utilisation of the bandwidth is seldom looked into. Improving the qualitative utilisation of the bandwidth may not even necessitate a network upgrade. Although blacklist-based access control techniques help to a certain degree, the findings of this research indicate otherwise. A multi-tier, whitelist-based, looking-out portal (LOP) approach is presented that promises to improve the qualitative utilisation of the network while positively impacting pertinent resource identification and location of sources on the internet. The authors draw on their years of experience serving as students and staff in various campuses of universities and colleges in various countries while making recommendations
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