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22
Unveiling Facebook: A Measurement Study of Social Network Based Applications
"... Online social networking sites such as Facebook and MySpace have become increasingly popular, with close to 500 million users as of August 2008. The introduction of the Facebook Developer Platform and OpenSocial allows thirdparty developers to launch their own applications for the existing massive u ..."
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Cited by 32 (2 self)
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Online social networking sites such as Facebook and MySpace have become increasingly popular, with close to 500 million users as of August 2008. The introduction of the Facebook Developer Platform and OpenSocial allows thirdparty developers to launch their own applications for the existing massive user base. The viral growth of these social applications can potentially influence how content is produced and consumed in the future Internet. To gain a better understanding, we conducted a largescale measurement study of the usage characteristics of online social network based applications. In particular, we developed and launched three Facebook applications, which have achieved a combined subscription base of over 8 million users. Using the rich dataset gathered through these applications, we analyze the aggregate workload characteristics (including temporal and geographical distributions) as well as the structure of user interactions. We explore the existence of ‘communities’, with high degree of interaction within a community and limited interaction outside the community. We find that a small fraction of users account for the majority of activity within the context of our Facebook applications and a small number of applications account for the majority of users on Facebook. Furthermore, user response times for Facebook applications are independent of source/destination user locality. We also investigate distinguishing characteristics of social gaming applications. To the best of our knowledge, this is the first study analyzing user activities on online social applications.
Game Traffic Analysis: An MMORPG Perspective
, 2005
"... Online gaming is one of the most profitable businesses over the Internet. Among all genres of the online games, the popularity 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 be ..."
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Cited by 29 (5 self)
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Online gaming is one of the most profitable businesses over the Internet. Among all genres of the online games, the popularity 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 a 1,356-million-packet trace from a sizeable MMORPG, ShenZhou Online. This work is, as far as we know, the first formal analysis on the MMORPG server traces. We find that the MMORPG and FPS (First-Player Shooting) games are similar in that they both generate small packets and require low bandwidths. In particular, the bandwidth 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 updates are accumulated within a fixed 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.
Identifying MMORPG bots: A traffic analysis approach
- ACE2006 (Los Angeles 14 th - 16 th
, 2006
"... MMORPGs have become extremely popular among network gamers. Despite their success, one of MMORPG’s greatest challenges is the increasing use of game bots, i.e., autoplaying game clients. The use of game bots is considered unsportsmanlike and is therefore forbidden. To keep games in order, game polic ..."
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Cited by 9 (1 self)
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MMORPGs have become extremely popular among network gamers. Despite their success, one of MMORPG’s greatest challenges is the increasing use of game bots, i.e., autoplaying game clients. The use of game bots is considered unsportsmanlike and is therefore forbidden. To keep games in order, game police, played by actual human players, often patrol game zones and question suspicious players. This practice, however, is labor-intensive and ineffective. To address this problem, we analyze the traffic generated by human players vs. game bots and propose solutions to automatically identify game bots. Taking Ragnarok Online, one of the most popular MMOGs, as our subject, we study the traffic generated by mainstream game bots and human players. We find that their traffic is distinguishable by: 1) the regularity in the release time
Efficient Management of Data Center Resources for Massively Multiplayer Online Games
, 2008
"... ... (MMOGs) can include millions of concurrent players spread across the world. To keep these highly-interactive virtual environments online, a MMOG operator may need to provision tens of thousands of computing resources from various data centers. Faced with large resource demand variability, and wi ..."
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Cited by 8 (7 self)
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... (MMOGs) can include millions of concurrent players spread across the world. To keep these highly-interactive virtual environments online, a MMOG operator may need to provision tens of thousands of computing resources from various data centers. Faced with large resource demand variability, and with misfit resource renting policies, the current industry practice is to maintain for each game tens of self-owned data centers. In this work we investigate the dynamic resource provisioning from external data centers for MMOG operation. We introduce a novel MMOG workload model that represents the dynamics of both the player population and the player interactions. We evaluate several algorithms, including a novel neural network predictor, for predicting the resource demand. Using trace-based simulation, we evaluate the impact of the data center policies on the resource provisioning efficiency; we show that dynamic provisioning can be much more efficient than its static alternative.
Exploiting Dynamicity in Graph-based Traffic Analysis: Techniques and Applications
"... Network traffic can be represented by a Traffic Dispersion Graph (TDG) that contains an edge between two nodes that send a particular type of traffic (e.g., DNS) to one another. TDGs have recently been proposed as an alternative way to interpret and visualize network traffic. Previous studies have f ..."
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Cited by 5 (1 self)
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Network traffic can be represented by a Traffic Dispersion Graph (TDG) that contains an edge between two nodes that send a particular type of traffic (e.g., DNS) to one another. TDGs have recently been proposed as an alternative way to interpret and visualize network traffic. Previous studies have focused on static properties of TDGs using graph snapshots in isolation. In this work, we represent network traffic with a series of related graph instances that change over time. This representation facilitates the analysis of the dynamic nature of network traffic, providing additional descriptive power. For example, DNS and P2P graph instances can appear similar when compared in isolation, but the way the DNS and P2P TDGs change over time differs significantly. To quantify the changes over time, we introduce a series of novel metrics that capture changes both in the graph structure (e.g., the average degree) and the participants (i.e., IP addresses) of a TDG. We apply our new methodologies to improve graph-based traffic classification and to detect changes in the profile of legacy applications (e.g., e-mail).
ASTAS: Architecture for Scalable and Transparent Anycast Services”, Accepted for publication in Journal of Communications Networks
"... Abstract: Native information provider (IP) anycast suffers from routing scalability issues and the lack of stateful communication support. For this reason, we propose architecture for scalable and transparent anycast services (ASTAS), a proxy-based architecture that provides support for stateful any ..."
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Cited by 2 (2 self)
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Abstract: Native information provider (IP) anycast suffers from routing scalability issues and the lack of stateful communication support. For this reason, we propose architecture for scalable and transparent anycast services (ASTAS), a proxy-based architecture that provides support for stateful anycast communications, while retaining the transparency offered by native anycast. Dynamic resource assignment for each initiated session guarantees that a connection is established with the most suitable target server, based on network and server conditions. Traffic engineering in the overlay can be realized in an effective way due to the dissemination of aggregated state information in the anycast overlay. To minimize the total deployment cost for ASTAS architectures, we propose optimized proxy placement and path finding heuristics based on look-ahead information gathered in network nodes. Contrary to a regular integer linear program (ILP) formulation, these heuristics allow to optimize proxy placement in large networks. A use case on a European reference network illustrates that lower proxy costs enable proxy deployment closer to the end-users, resulting in a reduced network load. Index Terms: Anycast, overlay architecture, path finding, proxy placement, resource intensive services, stateful communication, traffic engineering. I.
Distributed Job Scheduling based on Multiple Constraints Anycast Routing
- Proc. of the Third International Conference on Broadband Communications, Networks, and Systems (Broadnets
, 2006
"... Abstract — As the popularity of resource-constrained devices such as hand-held computers increases, a new network service offloading complex processing tasks towards computational resources located in the access- or core network, sounds very promising. In a consumer-oriented environment, characteriz ..."
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Cited by 1 (1 self)
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Abstract — As the popularity of resource-constrained devices such as hand-held computers increases, a new network service offloading complex processing tasks towards computational resources located in the access- or core network, sounds very promising. In a consumer-oriented environment, characterized by a large diversity in connected devices, a transparent networkbased request processing strategy offers a clear flexibility advantage, as the installation and configuration of extra software components on all client devices can be avoided. In this work, this is achieved by linking computational resources to an anycast group, which allows intermediate router nodes to decide upon the target server. It is shown in the paper that the anycast routing problem can be reduced to unicast routing. Consequently, unicast multiple constraints routing algorithms can be applied to compute an optimal path based on several server selection criteria, including server load, path delay, path cost, etc. For this purpose, we envision the SAMCRA algorithm. A new evaluation ordering strategy for previously computed sub-paths is introduced, which guarantees optimality for the complete SAMCRA path between source and destination. Simulation results show that an effective distribution of the job scheduling requests over the available resources can be achieved by applying the described algorithm. I.
Measuring the autocorrelation of server to client traffic in first person shooter games
- in Australian Telecommunications, Network and Applications Conference (ATNAC
, 2006
"... Abstract — Modelling traffic generated by Internet based multiplayer computer games has attracted a great deal of attention in the past few years. In part this has been driven by a desire to properly simulate the network impact of highly interactive online game genres such as the first person shoote ..."
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Cited by 1 (0 self)
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Abstract — Modelling traffic generated by Internet based multiplayer computer games has attracted a great deal of attention in the past few years. In part this has been driven by a desire to properly simulate the network impact of highly interactive online game genres such as the first person shooter (FPS). Past work has dealt with packet size and packet interarrival times without consideration of packet size autocorrelations. Packet size auto-correlation is an important element in the creation of plausible traffic generators for network simulators such as ns-2 and omnet++. In this paper we present an analysis of the auto-correlation of packet size for Half-Life, Half-Life Counterstrike, Half-Life 2, Half-Life 2 Counterstrike, Quake III Arena and Wolfenstein Enemy Territory. We show that packet sizes appear to be autocorrelated. Keywords- Network applications, games and services, Teletraffic Analysis, Traffic Engineering I.
Latency reduction in online multiplayer games using detour routing
, 2010
"... All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced, without authorization, under the conditions for Fair Dealing. Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is l ..."
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Cited by 1 (1 self)
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All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced, without authorization, under the conditions for Fair Dealing. Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is likely to be in accordance with the law, particularly if cited appropriately. APPROVAL Name: Degree:
Inferring Speech Activity from Encrypted Skype Traffic
"... Abstract—Normally, voice activity detection (VAD) refers to speech processing algorithms for detecting the presence or absence of human speech in segments of audio signals. In this paper, however, we focus on speech detection algorithms that take VoIP traffic instead of audio signals as input. We ca ..."
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Cited by 1 (0 self)
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Abstract—Normally, voice activity detection (VAD) refers to speech processing algorithms for detecting the presence or absence of human speech in segments of audio signals. In this paper, however, we focus on speech detection algorithms that take VoIP traffic instead of audio signals as input. We call this category of algorithms network-level VAD. Traditional VAD usually plays a fundamental role in speech processing systems because of its ability to delimit speech segments. Network-level VAD, on the other hand, can be quite helpful in network management, which is the motivation for our study. We propose the first real-time network-level VAD algorithm that can extract voice activity from encrypted and non-silence-suppressed Skype traffic. We evaluate the speech detection accuracy of the proposed algorithm with extensive reallife traces. The results show that our scheme achieve reasonably good performance even high degree of randomness has been injected into the network traffic.

