7270 lect15 games 2

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Multiplayer games and virtual worlds - Part-2: Second life: 

Multiplayer games and virtual worlds - Part-2: Second life CS 7270 Networked Applications & Services Lecture-14

Traffic Analysis Beyond This World: the Case of Second Life: 

Traffic Analysis Beyond This World: the Case of Second Life Stênio Fernandes Rafael Antonello Josilene Moreira Djamel Sadok Carlos Kamienski Federal University of Pernambuco Networking and Telecommunications Research Group

Agenda: 

Agenda Motivation SL Architecture Methodology Performance Evaluation Discussion Conclusions

Motivation: 

Motivation SL is a VW that has been gaining a lot of popularity: Gaming, business $, LSL Script extensions The application can generate many different traffic profiles (voice, music, video, and data) Independent music stream activation The world is at the server! ISPs are concerned to provide an adequate QoS to guaranty a good experience Little effort has been devoted to understand Second Life’s traffic profile and the implications to the traffic management area

SL Grid Architecture: 

SL Grid Architecture XML-RPC/TLS IM SIM routing Hayok Physics lib. 64.128.0.0 64.129.255.255

Methodology: 

Methodology More than 100 hours of experiments (collected from January 24 to 29 of 2007) Scenarios (SL traffic index used) A popular place (“Goddess of Love”) A unpopular place (“Menglin II”) Network connections A 100 Mbps network called UFPE A residential ADSL connection of 600 kbps called ADSL Actions and external sources 3 different actions (Standing still, walking and flying) Experiments with and without listening to music

Methodology: 

Methodology Metrics Throughput Packet size (TCP, UDP and IP headers) Packet inter-arrival time Traffic volume (UDP/TCP) 10-minute experiments Metrics were computed for each 10 seconds interval  60 samples 99% of confidence intervals

Throughput - Flying: 

Throughput - Flying Average throughput is around 300 kbps for the ADSL Average throughput is around 400 kbps for the UFPE Figure 2 – Throughput (Flying, with music) Figure 3 – Throughput (Flying, no music) Average throughput is around 180 kbps for the ADSL Average throughput is around 210 kbps for the UFPE Requirements beyond those from average Games!!

Average throughput – Popularity: 

Average throughput – Popularity Popular places generate around 2.5 more traffic than unpopular ones

Throughput: Standing, Walking, Flying: 

Throughput: Standing, Walking, Flying Throughput distribution (unpopular place) Throughput distribution (popular place) Note the difference between flying and walking!!

Packet size (Avg. and distribution): 

Packet size (Avg. and distribution) Packet size (bytes) Packet size distribution (popular place) Packet size distribution (unpopular place)

TCP-UDP Traffic Volumes & Packet Interarrival Time: 

TCP-UDP Traffic Volumes & Packet Interarrival Time Traffic volume for TCP and UDP Packet Interarrival time (average)

Packet size x Interarrival time: 

Packet size x Interarrival time Packet Size x Interarrival Time (unpopular, stand still, no music) Throughput (average)

Packet size x Interarrival time: 

Packet size x Interarrival time Packet size x Interarrival time (Popular, standing still, no music)

Discussion: 

Discussion

Conclusions: 

Conclusions