Abstract

In this paper we present a software architecture for traffic generation based on application level player behavior in Massively Multiplayer Online Role-Playing Games (MMORPGs). We have performed measurements of network traffic for each of the previously defined action categories for MMORPGs (Trading, Questing, Dungeons, Raiding, Player versus Player Combat, and Uncategorized), as well as measurements of application level player behavior in terms of listed action categories. Based on the obtained datasets we have created network traffic models for each action category and player behavior models with focus on hourly and daily trends. Network traffic models are implemented in Distributed Internet Traffic Generator and verified through comparison with the real traffic. Player behavior models explore number of active players, session duration, as well as lengths and probability of session segments (i.e., parts of the session consisting of only one category of player actions). We propose an architecture which enables scalable, behavior-driven traffic generation and implement it in a laboratory testbed. In order to achieve scalability of the system, we use Linux Containers as a virtualization technique. The resulting implementation can generate hundreds of MMORPG streams on a single PC. As a case study we used Activision Blizzard's World of Warcraft.

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