ABSTRACT Game Traffic Analysis An MMORPG Perspective
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深入研究游戏文化英文作文Game culture is fascinating because it brings people from all walks of life together. Whether you're a hardcore gamer or a casual player, games have a way of creating a sense of community and belonging. It's not just about the game itself, but also the shared experiences, inside jokes, and friendships that are formed through playing together.One thing that stands out about game culture is the passion and dedication that gamers have. They spend hours perfecting their skills, strategizing, and exploringvirtual worlds. It's not just a hobby for them, but a way of life. This level of commitment is what sets game culture apart from other forms of entertainment.Another aspect of game culture that I find interesting is the creativity and innovation that comes with it. Game developers are constantly pushing the boundaries of what is possible, creating immersive and visually stunning experiences. From the graphics to the sound design, everyaspect of a game is carefully crafted to provide an engaging and memorable experience for players.Game culture also has a strong influence on popular culture. From movies and TV shows to music and fashion, games have become a major source of inspiration. Characters like Mario and Lara Croft have become iconic figures, and their influence can be seen in various forms of media. Game references and Easter eggs have also become a common occurrence, adding an extra layer of enjoyment for fans.One aspect of game culture that is often overlooked is the positive impact it can have on mental health. Games provide an escape from the stresses of everyday life and can be a source of relaxation and enjoyment. They can also help improve cognitive skills, problem-solving abilities, and hand-eye coordination. In a world where mental healthis a growing concern, games can provide a much-needed break and a sense of accomplishment.In conclusion, game culture is a vibrant and diverse community that brings people together through sharedexperiences and a love for gaming. It's a culture that is constantly evolving and pushing the boundaries of what is possible. From the passion and dedication of gamers to the creativity and innovation of game developers, there is so much to appreciate and explore within game culture.。
第 22卷第 6期2023年 6月Vol.22 No.6Jun.2023软件导刊Software Guide面向严肃游戏的学习者玩家学情分析模型刘霖,刘强,袁勇(国防科技大学计算机学院,湖南长沙 410073)摘要:严肃游戏自2002年出现以来发展迅速,越来越多的计算机教育者将其应用于实践教学中。
学习者玩家学情分析模型的欠缺使得施教者和受教者依托严肃游戏开展教学活动存在比较大的阻碍,影响了教学效果。
为解决这一挑战性问题,为严肃游戏开发者设计了游戏反馈数据结构,并在此基础上设计了基于聚类算法的学情分析模型。
已采集游戏数据的模型测试结果显示,不同层次学习者数据特点区别明显,该模型能够合理地推断学习者玩家的学习情况。
关键词:计算机教育;学情分析;严肃游戏;聚类算法DOI:10.11907/rjdk.221794开放科学(资源服务)标识码(OSID):中图分类号:TP3 文献标识码:A文章编号:1672-7800(2023)006-0286-05A Learning Situation Analysis Model for Serious Game PlayersLIU Lin, LIU Qiang, YUAN Yong(College of Computer, National University of Defense Technology,Changsha 410073,China)Abstract:Serious games have grown rapidly since their appearance in 2002, and more and more computer science educators utilize the seri‐ous games to their practical teaching. However, the lack of a learning situation analysis model for serious game players has posed a major obsta‐cle to both teachers and students when adopting serious games into teaching activities, which in turn affects the effectiveness of teaching and learning. Therefore, we aim to address this challenge by designing feedback data structure for serious game developers. Afterwards, we design a learning situation analysis model using clustering algorithms based on the data structure. The test results of the model based on the collected game data show that the data characteristics of different levels of learners differ significantly and that the model can reasonably infer the learn‐ing of the learner players.Key Words:computer science education; learning situation analysis; serious game; clustering algorithm0 引言2002年,华盛顿特区伍德罗威尔逊国际学者中心发起“严肃教学计划”,鼓励开展可用于解决政策和管理相关问题的游戏设计与开发[1],由此衍生出严肃游戏(也称应用游戏)的概念。
网络游戏研究报告作文英文回答:Abstract.This report provides a comprehensive analysis of the impact of network games on individuals and society. The study explores the positive and negative effects of network gaming in a holistic manner, addressing its impact on physical and mental health, social interactions, academic performance, and addiction potential. The report concludes with recommendations for responsible gaming practices and strategies to mitigate potential risks.Introduction.The advent of network games has transformed the gaming landscape, creating a new realm of virtual interaction and entertainment. These games connect individuals across geographical boundaries, fostering friendships andrivalries alike. However, concerns have emerged regarding the potential impact of network gaming on various aspects of life. This report aims to shed light on these concerns, providing a balanced and evidence-based assessment.Impact on Physical and Mental Health.Network games can have both positive and negative effects on physical and mental health. On the one hand, they can promote hand-eye coordination, problem-solving skills, and strategic thinking. Additionally, they can provide a sense of community and accomplishment, which can boost self-esteem and reduce stress.On the other hand, excessive gaming can lead to physical inactivity and potential health problems such as obesity, musculoskeletal disorders, and eye strain. Moreover, it can interfere with sleep patterns and contribute to mental health issues like anxiety and depression.Impact on Social Interactions.Network games can facilitate social interactions among players, fostering a sense of belonging and community. They enable individuals to connect with others who share similar interests, regardless of their physical location. However, they can also lead to social isolation if excessive gaming replaces real-world interactions.Studies have shown that network gaming can enhance social skills, such as communication and teamwork. However, excessive gaming can also contribute to social anxiety and a lack of social graces.Impact on Academic Performance.The impact of network games on academic performance is a subject of ongoing debate. Some studies have suggested that excessive gaming can lead to decreased academic achievement due to reduced study time and focus. However, other studies have found that moderate gaming can improve cognitive skills and problem-solving abilities, which may indirectly benefit academic performance.It is important to note that the impact of network games on academic performance varies greatly depending on individual factors, such as age, personality, and self-discipline.Addiction Potential.Network games have the potential to be highly addictive, particularly among certain individuals. The addictivenature of these games is often attributed to theirimmersive gameplay, social rewards, and the release of dopamine in the brain.Addiction to network games can lead to a range of problems, including academic difficulties, social isolation, and financial strain. It can also have a negative impact on physical and mental health.Recommendations for Responsible Gaming.To mitigate potential risks and promote responsiblegaming, it is essential to adopt the following practices:Set limits on gaming time: Establish clear boundaries for daily or weekly gaming sessions to prevent excessive play.Take regular breaks: Step away from the screen every 20-30 minutes to reduce eye strain and physical inactivity.Engage in other activities: Pursue hobbies, spend time with family and friends, or engage in physical exercise to balance gaming with other aspects of life.Seek support if needed: If you or someone you know is struggling with gaming addiction, do not hesitate to seek professional help.Conclusion.Network games have the potential to provide entertainment, foster social connections, and enhance cognitive skills. However, it is crucial to be aware oftheir potential negative effects and to adopt responsible gaming practices to mitigate these risks. By promoting balanced play, we can harness the benefits of network gaming while safeguarding individuals and society from potential harm.中文回答:网络游戏研究报告。
浙江大学硕士学位论文基于TAM理论的网络游戏参与行为影响因素研究姓名:周朗申请学位级别:硕士专业:技术经济及管理指导教师:姚明龙20060401浙江大学硕士学位论文基于删理论的网络游戏参与行为影响因素研究摘要互联网的高速发展,消除了地域的限制,使不同地方的人们能够聚集在一起进行互动沟通,带动了虚拟社区的形成。
而网络游戏,作为虚拟社区的一个典型代表,在中国取得了飞速的发展,并且成为互联网行业发展的“亮点”。
但是,网络游戏产业的飞速发展却使很多网络游戏运营商们忽视了关于网络游戏产业规律性的东西的研究(比如网络游戏参与的影响因素的研究等)。
本文以网络游戏作为研究对象,旨在提出网络游戏参与较为完整的影响因素,并为网络游戏运营商提供发展的策略性指导。
文章从网络游戏的概念、内涵及其特征出发,对国内外网络游戏概念、网络游戏参与的影响因素等方面的重要文献进行较为全面梳理与分析,最后对这些文献进行了总结,并结合国内网络游戏的发展状况提出了本文的研究体系与研究模型。
研究实证发现。
对网络游戏态度与行为产生影响的因素有两个方面,一个玩家方面(包括感知爽体验、感知有用性、感知易用性)和游戏方面(包括游戏设计吸引力、服务内容、游戏品牌)。
在个人感知方面,感知爽体验在各类网络游戏参与行为中都处于最重要的位置,能够在很大程度上解释网络游戏玩家为什么愿意玩网络游戏。
并且感知爽体验与参与态度与参与行为的相关性非常强。
感知有用性与感知易用性与参与态度有显著相关性,而感知易用性只与参与态度显著相关而与参与行为不存在显著关系,并且感知易用性在总体回归模型中并没有进入回归方程。
在游戏品质方面,网络游戏的品牌对于态度与行为的影响非常明显,品牌与态度以及行为存在显著的相关性,并且占据非常重要的位置。
网络游戏服务内容与态度以及行为有显著的相关性,网络游戏的设计吸引力与态度以及行为有显著的相关性,并且在随后的回归分析中这三个因素都进入回归方程。
关键词t网络游戏l参与行为l影响因素来源于掼蛋浙江大学硕士学位论文基于TAM理论的网络游戏参与行为影响因素研究表目录表1.12002.7-2005,7我国上网计算机总数和上网用户总人数…………………1表2.1中国大陆网络游戏市场占有率排名前15强……………………………6表3.1学者对虚拟社区的不同定义………………………………………………14表3.2游戏(garne)和玩游戏(play)的研究………………………………………17表3.3Meuter(2004)网络游戏的分类与特征……………………………………19表3.4学者运用TAM所作的研究…………………………………………………26表3.5爽的八要素…………………………………………………………………29表3.6目标导向型爽与体验型爽的区别…………………………………………33表4.1爽体验的测量指标…………………………………………………………40表4.2感知有用性的测量指标……………………………………………………40表43感知易用性的测量指标……………………………………………………40表4.4品牌形象的测量指标………………………………………………………41表4.5服务内容的测量指标………………………………………………………4l表4.6设计吸引力解构表…………………………………………………………42表4.7设计吸引力的测定指标……………………………………………………42表4.8网络游戏态度的测定指标…………………………………………………43表4.9网络游戏参与行为的测定指标……………………………………………43表5.1调查对象的人口统计表……………………………………………………49表5.2变量各指标因子分析结果…………………………………………………50表5.3变量各因素的描述统计值…………………………………………………52表54变量的KMO测度和巴特利球体验结果…………………………………52表5.5初始变量与中间变量、结果变量之问的相关关系表……………………53表5.6游戏类型前因变量的显著性检验…………………………………………56表5.7各类网络游戏前因变量的方差均值………………………………………56表5.8不同玩家年龄下各影响因素的方差齐次性检验…………………………58表5.9不同玩家年龄下各感知要素方差分析的多重比较检验结………………58表5.10不同玩家收入状况下各影响因素的方差齐性检验……………………59表5.11不同玩家收入状况下各影响因素方差分析的多重比较检验结果……60表5,12不同玩家教育状况下各影响因素方差分析的多重比较检验结………61表5.13逐步回归模型的总体效果参数表(前因变量与态度)…………………62表5.14回归系数与显著性系数检验表(前因变量与态度)……………………63表5.15逐步回归模型的总体效果参数表(前因变量与参与行为)……………64表5.16回归系数与显著性系数检验表(前因变量与参与行为)………………64来源于掼蛋浙江大学硕士学位论文基于TAM理论的网络游戏参与行为影响因素研究图目录图1.1网络游戏产值预测图………………………………………………………1图1.2论文研究的总体思路………………………………………………………4图2.1中国网络游戏市场历史及趋势……………………………………………6图3.1网络游戏的分类图…………………………………………………………21图3.2网络游戏研究领域结构图…………………………………………………22图3.3TRA的主题构架…………………………………………………………23图3.4对行为的态度的函数图……………………………………………………23图3.5主观范围的函数图…………………………………………………………23图316TPB主要构件图……………………………………………………………24图3.7技术接受模型………………………………………………………………25图3.8技术接受模型外生变量图…………………………………………………25图3.9TAM修正图………………………………………………………………27图3.10三渠道爽体验模型………………………………………………………30图3.1】四渠道爽体验模型………………………………………………………30图3.12八渠道爽体验模型………………………………………………………30图3.13阶段与爽体验前因的PAT模型…………………………………………31图3.14互联网超媒体环境下使用者的爽体验模型……………………………32图3.15MulliganJ.&PatrovskyB.(2003)研究模型图………………………33图3.16网络游戏参与行为的概念模型…………………………………………34图3.17网络游戏参与行为的结果模型…………………………………………34图3.18网络游戏玩家看中的游戏因素图………………………………………35图3.19Gath(2004)的研究模型…………………………………………………36图4.1本论文的研究模型…………………………………………………………38图4.2数据收集方式图……………………………………………………………44图5.1调查虚拟社区类型比例……………………………………………………47图5.2参与调研的网络游戏图示…………………………………………………48图6.1研究模型的修正……………………………………………………………77来源于掼蛋浙江大学硕士学位论文基于TAW理论的网绍游戏参与行为影响因素研究上,见图1.1。
大规模虚拟环境下复杂物体的碰撞检测的开题报告一、研究背景随着虚拟现实技术的发展,大规模虚拟环境的应用越来越广泛。
在虚拟环境中,复杂物体的碰撞检测是一个重要的问题。
例如,在虚拟游戏中,玩家角色与周围物体的碰撞检测决定了游戏的流畅度和真实度。
在虚拟现实培训和模拟中,复杂物体的碰撞检测是确保训练和模拟的准确性和安全性的关键因素。
二、研究内容本研究旨在在大规模虚拟环境下实现复杂物体的碰撞检测。
具体来说,研究内容包括以下几个方面:1.制定有效的碰撞检测算法:在大规模虚拟环境下,考虑到要检测的物体数量庞大且复杂,需要设计高效的碰撞检测算法,确保在虚拟环境中物体的移动和碰撞过程得以顺利进行。
2.优化碰撞检测的性能:在虚拟环境中,物体的移动和碰撞检测是实时进行的,需要保证检测速度和准确性。
本研究将探索一些优化方法,如使用GPU进行并行计算,以提高碰撞检测的性能。
3.针对不同的虚拟环境场景设计不同的碰撞检测方案:不同的场景需要不同的碰撞检测方案。
本研究将研究如何根据不同的场景进行灵活的碰撞检测方案的设计。
三、研究意义本研究旨在解决大规模虚拟环境下复杂物体碰撞检测的问题,具有重要的理论和应用价值。
其可以应用于虚拟游戏、虚拟现实培训和模拟等领域,提高虚拟环境中物体移动和碰撞检测的效率和准确性,进一步提高虚拟环境的真实度和使用价值。
四、研究方法本研究将采用以下方法:1.设计碰撞检测算法:分析常见的碰撞检测算法,针对大规模虚拟环境下需求,设计高效的碰撞检测算法。
2.实验验证:根据不同的虚拟场景,利用所设计的算法进行碰撞检测实验。
实验主要通过模拟虚拟物体的运动和碰撞等行为,验证所设计的碰撞检测算法的效果。
3.性能优化:对设计的算法进行性能分析,提出针对公共硬件环境(如GPU、CPU等)的优化策略,通过提高计算效率和计算准确率来优化算法的性能。
五、论文结构本研究将分为以下几个章节:第一章绪论:介绍本研究背景、研究内容、研究意义以及论文结构。
游戏引擎中非真实感渲染的研究与实现的开题报告一、选题背景游戏行业在不断地发展变化中,非真实感渲染技术已经被广泛应用于游戏画面的渲染中,为游戏玩家带来更加生动、真实的游戏体验。
随着当前游戏画面的水平逐渐提高,游戏开发人员也更加注重游戏画面的表现力,更加追求游戏画面带来的沉浸式体验。
由于游戏画面的表现形式已经非常成熟,因此对游戏画面进行创新成为游戏开发人员关注的焦点之一。
非真实感渲染技术的应用,可以使得游戏的画面表现形式更加多样化,大幅度提高游戏的表现力。
二、研究目的本次研究的目的是探究非真实感渲染技术在游戏引擎中的应用,通过设计一种新的非真实感渲染算法,并在Unity游戏引擎中进行实现,从而达到以下几个目的:1. 研究非真实感渲染技术的原理和应用,了解其在游戏引擎中的应用。
2. 探究非真实感渲染技术在提高游戏画面的表现力、加强游戏体验方面的作用。
3. 设计一种新的非真实感渲染算法,使其在游戏引擎中实现。
4. 在Unity游戏引擎中实现设计的非真实感渲染算法,并验证其有效性。
三、研究内容1. 非真实感渲染技术的原理和应用介绍非真实感渲染技术的发展历程、原理和应用,分析游戏画面中的渲染问题。
2. 游戏引擎中非真实感渲染技术的应用讨论非真实感渲染技术在游戏引擎中的应用,说明在游戏中应该如何选择适合的非真实感渲染方法。
3. 新的非真实感渲染算法的设计根据实际需求,设计一种新的非真实感渲染算法,例如手绘风格的渲染算法、油画风格的渲染算法等。
4. 非真实感渲染算法在Unity游戏引擎中的实现在Unity游戏引擎中实现设计的非真实感渲染算法,并进行实验验证,比较所设计的非真实感渲染算法和传统渲染算法之间的效果。
四、研究方法本研究的研究方法主要包括:1. 文献调研法:通过查阅相关文献,了解非真实感渲染技术的发展历程、原理和应用。
2. 实验研究法:设计一种新的非真实感渲染算法,并在Unity游戏引擎中实现,比较所设计的算法和传统渲染算法之间的效果。
基于JAVA的超级玛丽设计与实现摘要随着计算机技术及网络技术的不断发展,电子游戏越来越普及。
经典游戏“超级玛丽”因其本身所具有的娱乐性与教育意义而被人们广泛接受,在广大的青少年玩家中享有极高的知名度。
Java语言作为一种完全面向对象的程序设计语言,在游戏设计方面具有独特优势。
Java语言由C++语言发展而来,但比C++语言简单。
它具有简单、与平台无关、高效、安全、多线程等特点,在游戏设计开发方面得到广泛应用。
本课题在大学生自主创业的大背景下,利用Java语言重新设计开发了“超级玛丽”游戏,基本实现了旧版游戏的所有功能。
目前该版本游戏已经发布在学校的公共论坛上,已被许多同学下载并试玩,反响较好,但是仍暴露了一些问题,如人物形象设计过于单调等,这些问题的优化将会在下一个版本中得到实现。
本文在对整个游戏的各种需求及可行性分析的基础上,详细论述了游戏的设计过程与实现方案。
论文包括绪论、相关技术研究、可行性分析、系统设计与实现以及结论等部分内容。
关键词: Java;超级玛丽;C++Design and Implementation of a Java-based Super Mario GameAbstractWith the development of computer and network technology, video games have become more and more popular. Super Mario as a classical game, which enjoys high popularity in the majority of juvenile game players was widely accepted due to its entertainment and educational significance. Java language as a programming language that is completely object oriented, has an unique advantage in game design. Java language developed from C++ language is much more simple than C++ language. Its advantages such as simplicity, platform independence, efficiency, security and multi threading etc, has been widely used in the aspects of game design. This topic which is in the context of College Students' entrepreneurship, use Java language to design and develop the "super Mario" game again that basically achieve the features of the old version of the game. The current version of the game being released in the school public forum have been downloaded and played by many students. Although the evaluation of the game was good, there are still some problems, such as the character image is too monotonous. Optimization of all these problems will be implemented in the next version.Based on the demand and feasibility analysis of the whole game, the game design process and implementation plan were discussed in detail. The thesis includes introduction, related technology research, feasibility analysis, system design and implementation as well as the conclusion part.Key words: Java; Super Mario; C++目录摘要 (i)Abstract (ii)1 绪论 (1)课题研究背景 (1)课题研究意义 (1)课题研究内容 (2)2 可行性分析 (3)经济可行性分析 (3)技术可行性分析 (3)系统性能需求分析 (3)3 相关技术研究 (5)开发工具及环境 (5)Java语言 (5)Eclipse环境 (6)面向对象程序设计 (6)C/S结构与B/S结构 (6)4 系统设计与实现 (7)开发工作 (7) (7)游戏场景布置 (7) (8) (8)游戏时序图 (9) (10) (10)Mario图类 (11)Enemy类图 (13)Obstruction类图 (14)BackGround类 (15)StaticValue类图 (16)MyFrame类图 (17)游戏功能与代码实现 (18)游戏功能 (18) (18)5 游戏运行截图及程序说明 (25)结论 (30)参考文献 (31)致谢 (32)外文原文 (33)1 绪论课题研究背景《超级玛丽》全名为《超级马里奥兄弟》,是由任天堂公司出品的著名横版过关游戏。
西方电子游戏中能源议题的程序修辞研究西方电子游戏中能源议题的程序修辞研究引言:随着科技的不断进步,电子游戏在西方国家迅速崛起并成为文化娱乐的重要组成部分。
这些游戏不仅提供了令人兴奋的游戏体验,还能通过虚拟世界中的剧情和情节传递许多深刻的社会议题。
本文将以西方电子游戏中的能源议题为切入点,通过程序修辞研究的方法探讨这些游戏如何利用技术手段和叙事策略来呈现能源问题,并对玩家的思考产生影响。
一、西方电子游戏中的能源议题1. 能源议题的重要性能源作为现代社会发展不可或缺的资源,已经成为公众关注的焦点。
在西方电子游戏中,能源议题被广泛涉及,既体现了社会对可持续发展的关注,也反映了社会对能源未来的担忧。
2. 能源题材游戏的呈现形式西方电子游戏中的能源议题通过多种形式呈现,包括游戏故事情节、游戏机制和角色设定等。
例如,《生化奇兵》系列中的废核动力装置成为游戏剧情的核心,玩家需要通过解决能源枯竭的问题来推动故事的发展。
二、程序修辞在电子游戏中的运用1. 定义和作用程序修辞是指通过游戏机制、界面设计和互动方式等程序设计要素,以达到情感激发、逻辑思维和故事传达等目的的修辞手法。
在电子游戏中,程序修辞被广泛应用于营造氛围、增加挑战难度、推动剧情发展等方面。
2. 能源议题的程序修辞表达西方电子游戏中,能源议题通过程序修辞手法得以全面呈现。
首先,游戏会模拟能源系统的运行机制,让玩家体验到资源的稀缺和节约的重要性。
其次,游戏中可能设置相关的任务和挑战,让玩家在游戏中思考如何合理利用和管理能源。
最后,游戏的故事情节可能以能源危机为背景,引发玩家的情感共鸣和思考。
三、能源议题的影响和启示1. 培养能源意识通过参与具有能源议题的电子游戏,玩家能够更深入地了解能源问题的重要性和紧迫性,从而培养能源意识和勤俭节约的习惯。
2. 探索解决方案电子游戏为玩家提供了一个虚拟的舞台,让玩家参与到能源问题的解决中,从而激发玩家的创造力、思维能力和团队合作精神。
Game Traffic Analysis:An MMORPG Perspective∗Kuan-Ta Chen12,Polly Huang3†,Chun-Ying Huang1‡,Chin-Laung Lei3{jethro,huangant‡}@.tw,{phuang†,lei}@.tw 1Department of Electrical Engineering2Institute of Information ScienceNational T aiwan University Academia Sinica 3Department of Electrical Engineering and Graduate Institute of Networking and MultimediaNational T aiwan UniversityABSTRACTOnline gaming is one of the most profitable businesses over the Internet.Among all genres of the online games,the pop-ularity of the MMORPG(Massive Multiplayer Online Role Playing Games)is especially prominent in Asia.Opting for a better understanding of the game traffic and the economic well being of the Internet,we analyze a1,356-million-packet trace from a sizeable MMORPG,ShenZhou Online.This work is,as far as we know,thefirst formal analysis on the MMORPG server traces.Wefind that the MMORPG and FPS(First-Person Shoot-ing)games are similar in that they both generate small pack-ets and require low bandwidths.In particular,the band-width requirement of MMORPG is even lower due to the less real-time game play.More distinctive are the strong periodicity,temporal locality,and irregularity observed in the MMORPG traffic.The periodicity is due to a common practice in game implementation,where the game state up-dates are accumulated within afixed time window before transmission.The temporal locality in the game traffic is largely due to the game nature where one action leads to another.The irregularity,particular unique in MMORPG traffic,is due to the diversity of game design where the user behavior can be drastically different depending on the quest at hand.Categories and Subject DescriptorsC.2.5[Local and Wide-Area Networks]:Internet;H.4.3 [Information Systems Applications]:Communications Applications;K.8.0[Personal Computing]:General—GamesGeneral TermsMeasurement,Human Factors∗This research is supported in part by the National Science Council of the Republic of China under grant NSC93-2218-E-002-103.Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on thefirst page.To copy otherwise,to republish,to post on servers or to redistribute to lists,requires prior specific permission and/or a fee.NOSSDAV’05,June13–14,2005,Stevenson,Washington,USA. Copyright2005ACM1-58113-987-X/05/0006...$5.00.KeywordsNetwork Games,Traffic Analysis,Internet Measurement 1.INTRODUCTIONAs online games,especially MMOG(Massive Multiplayer Online Games)[10],grow popular,the share of game traf-fic on the Internet has become increasingly significant.Re-ported in a backbone traffic analysis[7],about3%–4%of the traffic is attributed to6popular games.Given the signifi-cant share of game traffic and the dissimilar nature of games from dominant Internet applications such as the World Wide Web,peer-to-peerfiling sharing,and streaming,a better un-derstanding of the game traffic is vital.We aim particularly at MMORPG(Massive Multiplayer Online Role Playing Games)for two reasons.First of all, MMORPG is the most prominent game genre in Asia.In Taiwan,Gamania1,operator of the popular game–Lin-eage2,owns more than4,000Mbps dedicated links3for game traffic.According to Game Flier4,the top game,Ragnarok Online,has claimed a record of370,000players online simul-taneously.This is about1.5%of the population in Taiwan. Furthermore,most MMORPG in Asia exchange messages using TCP.Although TCP is not designed for real-time com-munication,it is not clear as yet whether TCP is not suitable for the MMORPG traffic transmission.To the best of our knowledge,this work is thefirst analyzing and characteriz-ing the MMORPG traffic.We trace ShenZhou Online[1],a mid-sized MMORPG, and analyze a1,356-million-packet trace.Our analysis fo-cuses on the packet size,bandwidth usage,packet interar-rival within a connection,and the arrival process of the aggregated traffic.The majorfindings are summarized as follows:•Most of the packets are small.98%packets sent by the game clients are smaller than71bytes.This suggests that the overhead of packet headers and TCP acknowl-edgments is high relative to other Internet applica-tions.In total client traffic,headers occupy73%bytes, and TCP acknowledgement packets take up30%.•The average bandwidth requirement per client is about 7Kbps,which is much lower than the40Kbps average 1Gamania,/2NCsoft Corporation,/3TWNIC,.tw/4Game Flier,http://www.gamefl/observed from Counter-Strike[5].We believe the lower bandwidth requirement is due to the relatively slow motion or action pace in MMORPG.•The traffic of either direction exhibits short-term posi-tive auto-correlations within connections.In the client traffic(traffic going from the client to the server),the positive auto-correlations is due to the temporal local-ity in user actions.In the meantime,the same effect in server traffic is due to the spatial locality in the num-ber of nearby characters.The spatial locality shows up in terms of temporal locality in the traffic as the characters move continuously on the map.•Positive auto-correlations still exist in aggregated client traffic.We consider it is owing to the global events in games,which cause the“flash crowds”effect.Further-more,the aggregated traffic of either direction exhibit strong periodicity.It implies the game processing for all clients are synchronized.The remainder of this paper discuss these issues in more detail.Section2describes related works and the game Shen-Zhou Online.We show the trace measurement methodology and trace summary in Section3.In Section4,we present a detailed analysis on the game traffic from various aspects. Finally we conclude in Section5.2.BACKGROUND2.1Related WorkAs network games are becoming a noteworthy contribu-tor to the overall Internet traffic,many efforts have been dedicated to the traffic analysis and modeling for network games.Bangun et al.[2]analyzed a network trace cap-tured at an Internet Caf´e for two LAN games,Quake and Starcraft.Their works focus on how the payload sizes and inter-packet times vary with the number of ter Bangun and Dutkiewicz proposed models of payloads and inter-packet times based on another trace of a LAN game Starsiege Tribes.Borella proposed source models for a pop-ular FPS(First-Person Shooting)game Quake where the packet interarrival times and packet sizes are modelled as extreme distribution,exponential distribution,or determin-istic[3].A similar work by F¨a rber characterized traffic for another FPS game Counter-Strike[4].Feng et al.[5]analyzed a500-million-packet trace of a busy Counter-Strike server.Their analysis revealed that game traffic is highly predictable,however,contains bursts of tiny packets.Though MMORPG is a very different game genre from FPS games,wefind MMORPG are similar to FPS games in terms of packet size and periodicity.In[5]the authors continued to evaluate the impact of tiny packets on network infrastructures by a pressure test upon a commer-cial off-the-shelf NAT device.The experiment indicates the NAT device cannot handle the game packets well.2.2About ShenZhou OnlineShenZhou Online is a mid-scale,commercial MMORPG in Taiwan[1].There are thousands of players online at any time.To play,the players purchase the“game points”either from the convenient stores or online.A screen shot of Shen-Zhou Online is shown in Fig.1.The character played by the author is the man in the center of the screen and with asmileFigure1:A screen shot of ShenZhou OnlineTraffic MonitorL3 switchFigure2:Network setup of traffic measurementface on his top.He is in a typical market place while other players are keeping stalls.Very typical of an MMORPG,the players can engagefights with the other players or random creatures,train oneself of special trade skills,participate in marketplace commerce,or take on a quest journey.3.GAME TRAFFIC TRACESWith the help of the ShenZhou Online staffs,we set up a traffic monitor aside the game servers.The traffic monitor is attached to a layer-4switch,upstream the LAN contain-ing the game servers(we shall call it the“game LAN”).The port forwarding capability of the tapped layer-4switch is enabled so that all inbound/outbound game traffic is for-warded to our monitor as a copy.In order to minimize the impact of monitoring,all remote management operations are conducted via additional network path,i.e.,the game traffic and management traffic do not interfere each other. The network topology and setup of the game servers and the traffic monitor are depicted in Fig.2.The traffic monitor is a FreeBSD PC equipped with Pen-tium4,1.5GHz and256MB RAM.We use tcpdump[6] with the kernel built-in BPF to obtain traffic traces.Be-cause of the restriction of network topology,the switch has forwarded all traffic sent to and sent from the game LAN, including non game playing traffic such as HTTP,DNS andTable1:Summary of Game Traffic TracesTrace Sets Date Time Period Drops†Conn.(Cens.)Pkt.(in/out/both)Bytes(in/out/both) N138/29/0415:008hr.0.003%57,945(6.5%)342M/353M/695M 4.7TB/27.3TB/32.0TB N228/30/0413:0012hr.?‡54,424(3.5%)325M/336M/661M 4.7TB/21.7TB/26.5TB †‡The reported kernel drop count is zero,but we actually found some packets are dropped at the monitor.SMB packets.These unwanted traffic types arefiltered outusingfiltering support of tcpdump.Considering data privacyand storage,only IP and TCP headers are recorded.We randomly choose a subset of game sets in each trace;only packets belonging to selected game sets are logged.Agame set is logically a“game server”from the viewpointof players.Each game set comprises an entry server,sev-eral map servers,and a database server.All game sets areequivalent in functionality but isolated,and the partition ofgame sets is merely the consequence of limited scalability.We took two packet traces N1and N2,each records trafficfor two and three game sets,respectively.The two traceseach spans across8hour and12hour respectively and con-tains more than1,356million packets in all.The traffic traces are summarized in Table1.4.TRAFFIC CHARACTERIZATIONIn this section,wefirst inspect the distribution of packet size,and then examine packet load and bandwidth usage for each client.Next,we search for patterns in inter-packet times within each stly patterns in aggregate packet arrival processes are investigated.To keep terms short,we shall denote“client packets”as packets sent by game clients,including data packets and TCP acknowledgement packets,and“client traffic”as all traffic sent by clients.The same rules apply to“server pack-ets”and“server traffic.”4.1Packet SizeFig.3shows the cumulative distribution function(CDF) of the payload size,which is packet size excluding TCP/IP header of40bytes.Pure TCP ack packets do not count.As thefigure shows,client packets and server packets are drasti-cally different in payload size.The discrepancy conforms to our intuition since client packets contain one player’s com-mands,while server packets convey nearby players’actions as well as system messages.The client packets are extremely small:98%of client packets has payload size smaller than or equal to31bytes.The two modes23and27bytes,which comprises36%and52%of packets respectively,exhibit that user actions are dominated by few popular commands such as walk and attack.On the other hand,server packets have much wider distribution with average payload size of114 bytes.The payload size distributions generally agree with findings in[5],that is,the packet size in game traffic sig-nificantly differs from aggregate traffic seen at Internet ex-change points in that the mean packet size observed are above400bytes[7].Furthermore,among the traces about38%of packets are pure TCP acks.Disabling the delayed ack option and one-way position updates are the major cause of the high ratio of pure acks.An average packet size of84bytes is yielded if we count overall game traffic.While routers are often..2.4.6.81.Payload size (bytes)Cumulativedistributionfunction255075100150200300500Client packetsServer packetsFigure3:Payload size distributiondesigned with the assumption that average packet size are within125to250bytes[8],the popularity of online games may challenge the router lookup mechanism against consid-erable quantities of tiny packets.4.2Packet Load and Bandwidth UsageTo know the bandwidth usage,we compute the average packet load and average bandwidth for each connection.As shown in Fig.4and5,the packet load and bandwidth needed for playing a MMORPG is surprisingly low.For most con-nections,the average server packet rates are smaller than5 pkt/sec.Even with the consideration of TCP acks,99%of connections have packet load for both directions less than 15pkt/sec.By the low load and small size of packets,the bandwidth requirement of MMORPG is even lower than the narrowest last-mile link,56K modems.Nearly all clients consume less than3Kbps for client data packets,and less than8Kbps is used with the consideration of TCP acks.For overall client traffic,we can calculate the overhead of TCP/IP header and TCP acks by the ratio of bytes used;the cost is noteworthy: TCP/IP header takes up73%,and TCP acknowledgements are responsible for30%.Server traffic make use of more bandwidth,but only7 Kbps is required in average.The overall bandwidth usage is much lower than average40Kbps for Counter-Strike[5].We consider the difference is due to the game nature:MMORPG is relatively slow-paced while FPS games usually require players making sub-second decisions.On the other hand, the bandwidth usage we obtained is comparable to that of an online RTS(Realtime Strategy)game,Warcraft III[9]. Indeed,the pace of gaming is similar for MMORPG and RTS games,while FPS games are much more fast-paced. Though the bandwidth requirement of MMORPG for each client is relatively low,but generally much more concurrent0510150.00.20.40.60.81.0Packet load (pkt/s)C u m u l a t i v e d i s t r i b u t i o n f u n c t i o n Client packets w/o ackServer packets w/o ack Client packets w/ ack Server packets w/ ackFigure 4:Packet load distribution 02468100.00.20.40.60.81.0Bandwidth (Kbps)C u m u l a t i v e d i s t r i b u t i o n f u n c t i o n Client packets w/o ackServer packets w/o ack Client packets w/ ack Server packets w/ ackFigure 5:Bandwidth distributionconnections are made;for instance,Ragnarok Onine in Tai-wan announced a record of 370,000players online simulta-neously.The record implies at least 3.7Gbps bandwidth is required assuming each client needs 10Kbps in average,and the amount is just for one in hundreds of MMORPGs .Considering the growing popularity of MMOGs,we believe their impact on Internet traffic should not be overlooked.4.3Packet Interarrivals within a ConnectionTo explore traffic patterns in each connection,we first observe the distribution of inter-packet times for data pack-ets.As Fig.6shows,most of packet interarrival times are spread over 0though 600ms.The empirical CDF is not very close to the best-fit exponential distribution with rate 8pkt/sec.At time scales larger than 200ms,deviation from the exponential distribution becomes much apparent.A detailed investigation shows the situation comes from the diversity in user behaviors ,which could be a distinct feature of MMORPG-like games.For game genres such as FPS,RTS,and FTG (Fighting Game),during the game play,players must participate the game with high activity,or they will be defeated by others.Players are forced idle if they are defeated,but they will be active again in the next round.In contrast,MMORPG and adventure-oriented games do not need players to be active all the time.Players can do anything at will:they can thor-01002003004005006000.00.20.40.60.8Packet interarrival time (ms)C u m u l a t i v e d i s t r i b u t i o n f u n c t i o n Exponential CDF with rate = 8 pkt/sec0.95Client packetsServer packetsFigure 6:Packet interarrival distribution oughly view their own equipments;they can wait somewhere for friends or some events.Unless they are in a battlefield,players are free to go anytime.We found most of players have been idled at least for a while during the trace period and certain players even keep idle most of time.We picked out some connections from the trace,which are either very active (almost no idle time)or very inactive (almost keep idle).The distributions of packet interarrival times of active sessions are nearly exponential,and that of idle sessions are far from exponential—most of inter-packet times are around 5seconds,the interval of keep-alive timers,and inter-packet time distributions of other sessions are in-between these two extremes.Therefore,the distribution in Fig.6is actually a hybrid—which is close to exponential in small time scales and has much longer tail due to inactive sessions.The di-versity of user behaviors makes it difficult if not impossible to define a typical player and consequently increase the diffi-culty in user behavior modelling and source traffic modelling for MMORPGs.On the other hand,server packet interarrivals are much more regular—about half of interarrivals are around 200ms.The interval reflects the server processing is round-based ,i.e.,servers broadcast information to players on a regular basis.The periodicity of server traffic will be more clear with a frequency domain analysis in Section 4.5.4.4Temporal and Spatial Locality in Game NatureSince the data packet interarrivals from clients are close to exponential for active players,one may wonder if user commands conform to Poisson.An initial check via auto-correlation function (ACF),shown in Fig.7,indicates packet interarrivals for both directions exhibit positive temporal de-pendence .Thus the assumption of Poisson input is rejected.In the graph,client packet inter-arrivals exhibit positive correlations up to around one minute.The phenomenon can be attributable to the clustering nature of player actions .The actions of players are often successive and in bursts,for example,common behaviors for a player are walking,chatting,resting,fighting,examining loot,trading,and so forth.During the time when a player chatting with other players,viewing equipments,and in business transactions,clients send nearly no traffic;on the other hand,fighting and movement result in packet bursts.All these actions usually last more than tens of seconds.Since the rate of0501001502002500.00.10.20.30.4(a) Lag (range ≈1 minute)A C F f o r c l i e n t p a c k e t s 01002003004005000.000.100.200.30(b) Lag (range ≈2 minutes)A C F f o r s e r v e r p a c k e t s Figure 7:Correlograms of within-connection packet interarrivalsclient packets depends on the nature of player actions,and player actions exhibit the above temporal locality ,thus pos-itive auto-correlations,up to one minute,is formed in client traffic,as shown in Fig.7(a).On the other hand,server packets primarily convey posi-tion updates for characters,including the player character,non-player characters (NPC),and nearby characters played by other gamers.We shall use the term “nearby characters”to denote characters around the player character,no matter they are NPC or played by other gamers.On a per-round basis,servers will notify update-to-date positions of nearby characters for each character.Specifically,servers will send out position updating messages every round except no other characters are around,or they have stayed since last position updates.Therefore,the rate of position updates is roughly proportional to the number of nearby characters.Since the game map is continuous and characters are spread over the map,with a limited scope,the number of characters across the map possesses the property of spatial locality .And,for a character continuously moving on the map,the spatial locality in the number of nearby characters is transformed to the temporal locality in the rate of position updates,i.e.,the time series formed by the number of nearly characters is temporal dependent.An exception to break the continuity in spatial locality is that a character can “teleport”to an-other place instantly via a scroll or magic,but it is not so frequently used comparing with walking.Consequently,the server packet interarrivals possess the attribute of temporal locality,that is,positive auto-correlations up to a time scale of two minutes,as shown in Fig.7(b).4.5Patterns in Aggregate Packet ArrivalsIn the prior sections the traffic patterns within connec-tions are explored,where periodicity and temporal depen-dence are shown existing.From now on,we seek to identify whether those within-connection patterns continue to exist in aggregated arrival processes of data packets.To obtain aggregated packet arrivals,we count the num-ber of packets in every 10ms for inbound and outbound traffic,respectively.We ensure the stationarity in time se-ries by selecting a subset of connections from a game set,which span a selected interval of two hours,and only pack-ets belong to these connections during the selected interval are sampled.We examine the temporal dependence in the020406080100−0.050.000.050.100.150.20(a) LagA C F o f s e r v e r p a c k e t a r r i v a l0.00.10.00.1A C F o f c l i e n t p k t . a r r i v a l i n s u c c e s s i v e 3 m i n .020406080100Top to down: (b)(c)(d) Lag0.00.1Figure 8:Correlograms of aggregate packet arrivalsaggregate traffic via correlograms in Fig.8.In the graph,the ACF are plotted with a maximum lag of 100,equivalent to time difference up to one second.As shown in Fig.8(a),the server traffic is apparently periodic with a cycle of 200ms,which implies the round-based position updates are syn-chronous for all clients.By the synchrony,position updating messages are sent in bursts in each round.We suspect the burstiness in position updates are unnecessary and could lead to performance problems for a large number of clients.Unlike server packet arrivals,client packet arrivals exhibit sustained positive auto-correlations up to three minutes .We have already seen the same effect on within-connection inter-packet times (see Fig.7),but the aggregated arrivals possess dependence of longer range (3minutes versus 1minute).The temporal dependence in aggregate packet arrivals seems counter-intuitive at the first glance.While the correlations within each connection comes from the clustering nature in one’s actions,temporal locality has no reason to exist for aggregated commands from thousands of players,i.e.,it is unreasonable that a number of players act or idle in synchronicity.Following a detailed inspection,we found the phenomenon is caused by the design of global events in the game,that is,random events that are automatically held by the system,e.g.,“a horde of monsters appear in the town,and the mayor calls for help from players.”When these events occur,players near the scene would join forces to eliminate the monsters.These global events are repeatedly occurred,in a frequency of several minutes.A event is ended once the mission is complete,which usually takes one minute or so.As a result,the global events cause flash crowds-like activities.To demonstrate the effect of global events,we depict cor-relograms of client data packet arrivals for successive three minutes in Fig.8(b)(c)(d).Fig.8(c)shows significant tem-poral dependence,however,the effect is not exist in both previous and following minutes.The considerable difference between auto-correlations of successive minutes reveal the existence of flash crowds,that is,a number of players act at the same time during some time and dismiss immediately after the event.Due to their significance and frequency,the global events has left sustained positive auto-correlations up to three minutes in aggregate client packet arrivals.4.6Frequency ComponentsPower spectral density (PSD)is a more direct way to in-spect frequency components in time series.With the same packet arrival series obtained in the prior subsection,Fig.9indicates strong periodicity in both directions of traffic—05101520250.0000.0020.0040.0060.008(a) Frequency (Hz)P S D o f s e r v e r p a c k e t a r r i v a l 05101520250.0e +005.0e −061.0e −051.5e −05(b) Frequency (Hz)P S D o f c l i e n t p a c k e t a r r i v a l Figure 9:Power spectral density of aggregate packet arrivalsmultiples of 5Hz in server traffic and multiples of 6Hz in client traffic.According to the graph,server traffic is more regular than client traffic since there are less peaks in Fig.9(a).We believe it is not only due to the highly peri-odic feature in server traffic,but because we take the traffic trace at the server side:the client packets are timestamped after they have travelled in the network while server packets have not.The high proportion of 200ms server packet interarrival times,shown in Section 4.3,clearly give proof to the iden-tified frequency 5Hz in Fig.9.We found multiples of 5Hz also exist—servers seem to adapt the frequency of position updating by certain metrics such as the number of nearby characters.At the same time,we found the multiples of 6Hz frequency components in client traffic are due to auto-matically generated commands,e.g.,a player can switch to an “auto-movement”mode by pressing left mouse button for two seconds,then the character will continuously move toward the mouse cursor before switching back to normal mode.The attack actions can also be automatic by enter-ing an “auto-attack”mode.In implementation,a timer with multiples of 6Hz is used to send out movement or attack commands for the player;the frequency seems to be chosen by level and skill of the character and the weapons he/she holds.We note that the periodicity should be cancelled out if each client has its own timer,however,it exists.We con-sider that there is some form of synchronization mechanism in the client side to keep game clients acting in phase.We remark different forms of synchronization in network games as a common design pattern for ease of implementa-tion and synchronization of game states.From the aspect of network communications,however,while batched message dispatch (with a loop)is relatively intuitive in practice,they can lead to adverse impact on network performance.Further analysis is required to assess the performance implication of synchronization mechanisms.We are addressing this as part of ongoing work.5.CONCLUSIONIn this paper,we present an analysis on a packet trace from ShenZhou Online ,a TCP-based MMORPG.The trace reveals that MMORPG traffic is very different from the traf-fic of dominant Internet applications,for example,file trans-fer and web surfing.In summary,we identify the follow-ing properties in the MMORPG traffic:1)tiny packets,2)periodicity,and 3)temporal dependence in packet arrivalswithin connections and aggregate traffic.We also provide explanations from the features of MMORPG to understand the traffic characteristics:1)the diversity of user behaviors,2)temporal locality in user inputs,and 3)the flash crowds effect.As to the question of whether TCP is suitable or not for MMORPG,we observe a significant amount of overhead from the TCP/IP header and TCP acknowledgment packets.The former accounts for 73%of transmitted bytes and the latter 30%.This suggests that TCP with a sizeable header and positive acknowledgement mechanism is an overkill for applications such as MMORPG.The effect of TCP on the end-to-end delay of MMORPG is yet to be explored in the future.AcknowledgmentsThis work would not have been possible without the exten-sive traffic trace.The authors are much indebted to thefollowing people who helped us to gather the trace:Tsing-San Cheng,Lawrence Ho,Chen-Hsi Li,and especially to Yen-Shuo Su,who between them made the datasets avail-able.The authors also 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