Traffic Analysis and Modeling for World of Warcraft

Philipp Svoboda, Wolfgang Karner, Markus Rupp · 2007

The popularity of MMOGs (massively multiplayer online games) has grown fast. This new type of online games uses a different type of protocol and has other limitations to delay and packet loss than the classical well established games like FPSs (first person shooters). This paper focuses on the traffic patterns generated by a MMOG named WoW (World of Warcraft). We analyzed IP layer information like packet size and rate from network traces and user level information like session durations. Finally we present a simple synthetic traffic generator for WoW traffic clients.

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