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GENIUS
- Related Papers and Talks (by theme)
Talks
(all themes)
- G.Armitage, "Doing
battle with the real-world: How online game developers try to defeat
the laws of physics,"
(open-day talk) Faculty of Information and Communication Technologies,
Swinburne University, 26 August 2007
- G.Armitage, "Fun and
Games - why online FPS games are interesting to network engineers,"
(invited talk) RMIT School of Computer Science & IT Seminar,
18 May 2007
Realistic game
traffic
simulation
Peer-reviewed
Journal and Conference Papers
- A. Cricenti and P. Branch, "A Generalised Prediction Model of First Person Shooter Game Traffic," in 34th IEEE Conference on Local Computer Networks (LCN 2009), pp. 213--216. Zurich, Switzerland, 20-23 October 2009
- Philip Branch, Anthony Cricenti and Grenville Armitage, "An ARMA(1,1) Prediction Model of First Person Shooter Game Traffic," in 10th IEEE Workshop on Multimedia Signal Processing (MMSP 2008), pp. 736-741. Cairns, Australia, 8-10 October 2008
- P.
Branch, A.
Cricenti, G. Armitage, "A Markov Model
of Server to Client IP
traffic in First Person Shooter Games," 2008 IEEE International Conference on
Communications (ICC 2008),
Beijing, China, 19-23 May 2008
- A. Cricenti, P. Branch, G.
Armitage,
"Time-series Modelling of Server to
Client IP Packet Length in
First Person Shooter Games," 15th IEEE International
Conference on Networks (ICON2007),
Adelaide, Australia, 19-21 November 2007
- G. Armitage, "A Packet
Arrival Model for Wolfenstein Enemy Territory Online Server Discovery
Traffic," 15th IEEE International
Conference on Networks (ICON2007),
Adelaide, Australia, 19-21 November 2007
- P.
Branch, A. Cricenti, "ARMA(1,1)
Modeling
of Quake4 Server to Client Game Traffic," Proc. 6th
Annual Workshop on Network
and System
Support for Games 2007 (Netgames
2007) Melbourne, Australia, 19-20
September 2007
- P.
Branch, G. Armitage, "Measuring
the auto-correlation of server to client traffic in First Person
Shooter games," Australian
Telecommunication Networks and Application Conference 2006,
Melbourne, Australia 4-6 December 2006.
- P.
Branch, G. Armitage,
"Extrapolating Server To Client IP traffic From Empirical Measurements
of First Person Shooter games," 5th Workshop on Network
System
Support for Games 2006 (Netgames
2006) Singapore, 30-31 October 2006
- S. Zander, G.
Armitage "A Traffic Model for the XBOX Game Halo 2",
15th ACM International Workshop on Network and Operating System Support
for DIgital Audio and Video (NOSSDAV 2005), Washington (USA), June 2005.
- T. Lang, P. Branch,
G. Armitage, "A Synthetic Traffic Model for Quake3",
Proceedings ACM SIGCHI ACE2004
conference, Singapore, June 2004.
- T. Lang, G.J.
Armitage, P. Branch,
H. Choo, "A Synthetic Traffic Model for Half-Life",
Australian Telecommunications Networks & Applications Conference
2003, Melbourne (ATNAC 2003), Australia, December 2003.
- T. Lang, G.J.
Armitage, "A Ns2 model for the Xbox System Link game
Halo" Australian Telecommunications Networks &
Applications Conference 2003 (ATNAC 2003), Melbourne, Australia,
December 2003.
CAIA Technical Reports
- J. Bussiere, S.
Zander, "Enemy
Territory Traffic Analysis", (pdf) CAIA Technical Report 060203A,
February 2006
- T. Lang, G.J.
Armitage, "A
Ns2 model for the Xbox System Link game Halo", (pdf) CAIA
Technical Report 030613A, June 2003
Sensitivities of
game players to network characteristics
Peer-reviewed
Journal and Conference Papers
- J. But, G. Armitage, L. Stewart, "Outsourcing Automated QoS Control of Home Routers for a Better Online Game Experience," IEEE Communications, vol. 46 no. 12 pp. 64-70, December 2008
- S. Zander, G.
Armitage "Empirically Measuring the QoS Sensitivity
of Interactive Online Game Players", Australian
Telecommunications Networks & Applications Conference 2004 (ATNAC2004), Sydney,
Australia December 8-10 2004.
- G. Armitage, L.
Stewart "Some
Thoughts on Emulating Jitter for User Experience Trials",
NetGames2004 Workshop, SIGCOMM2004,
Portland, Oregon, USA, August 2004.
- G. Armitage, L.
Stewart, "Limitations of using Real-World, Public
Servers to Estimate Jitter Tolerance Of First Person Shooter Games",
Proceedings ACM SIGCHI ACE2004
conference, Singapore, June 2004.
- G.J. Armitage, "An Experimental Estimation of Latency
Sensitivity In Multiplayer Quake 3", 11th IEEE International
Conference on Networks (ICON 2003), Sydney, Australia, September 2003.
CAIA Technical Reports
- J. Bussiere, S.
Zander, "Empirical
Measurements of Player QoS Sensitivity for the Xbox Game Halo2",
(pdf) CAIA Technical Report 050527A, May 2005
- T.
Lang, "User
Experience while playing Halo with network delay or loss," (pdf)
CAIA Technical Report 031205A, December 2003.
- G.J. Armitage, "An
Experimental Estimation of Latency Sensitivity In Multiplayer Quake 3",
(pdf) CAIA Technical Report 030405A, April 2003
Cheat-mitigation & Fairness
Peer-reviewed
Journal and Conference Papers
- S. Zander, I.
Leeder, G. Armitage "Achieving Fairness in Multiplayer Network
Games through Automated Latency Balancing", ACM SIGCHI
International Conference on Advances in Computer Entertainment
Technology (ACE2005), Valencia,Spain, June 2005.
Tools
- Self-Adjusting Game Lagging Utility
(SAGLU) (see saglu-0.1 under Tools), February
17th, 2005
- Internet game lagging utility (IGLU)
(see iglu-0.2
under Tools), Feb.10th, 2003
Server
discovery
protocols
Peer-reviewed
Journal and Conference Papers
- Grenville Armitage and Amiel Heyde, "REED: Optimising First Person Shooter Game Server Discovery using Network Coordinates," ACM Transactions on Multimedia Computing, Communications and Applications (TOMCCAP), vol. 8 no. 2, May 2012
- Jason But, Christopher Leong, Philip Branch and Grenville Armitage, "Minimising Disruption Caused by Online FPS Game Server Discovery in a Wireless Network," in Proc. IEEE Wireless Communications and Networking Conference (WCNC), Sydney, Australia, 18-21 April 2010
- Grenville Armitage, "Discovering First Person Shooter Game Servers Online - Techniques and Challenges," International Journal of Advanced Media and Communication (IJAMC), vol. 2 no. 4 pp. 402-414, 2008
- G. Armitage, "Optimising
Online FPS Game Server Discovery through Clustering Servers by Origin
Autonomous System," ACM NOSSDAV 2008,
Braunschweig, Germany, May 28-30, 2008
- G. Armitage, "Client-side
Adaptive Search Optimisation for Online Game Server Discovery," IFIP/TC6 NETWORKING
2008, Singapore, 5-9 May 2008
- G.
Armitage, C. Javier, S. Zander, "Topological
Optimisation for Online First Person Shooter Game Server Discovery,"
Australian
Telecommunication Networks and Application Conference 2006,
Melbourne, Australia 4-6 December 2006
- S. Zander, D.
Kennedy, G. Armitage,
"Dissecting Server-Discovery Traffic
Patterns Generated By Multiplayer First Person Shooter Games",
NetGames 2005, New York, USA, 10-11 October 2005.
CAIA Technical Reports
- G. Armitage, "Over-estimation of game server RTT during
FPS server discovery," (pdf)
CAIA Technical Report 080222B,
February 2008
- G. Armitage,
"Server Discovery for Quake III Arena, Wolfenstein Enemy Territory and
Quake 4," (pdf) CAIA Technical Report 070730A, July 2007.
- G. Armitage, C.
Javier, S. Zander, "Measuring
a Wolfenstein Enemy Territory Master Server’s Response to Game Client
Queries," (pdf) CAIA Technical Report 060410A, April 2006
Detection of live
game traffic
Peer-reviewed
Journal and Conference Papers
- T.T.T.
Nguyen, G. Armitage, "Clustering to
Assist Supervised Machine
Learning for Real-Time IP Traffic Classification," 2008 IEEE International Conference on
Communications (ICC 2008),
Beijing, China, 19-23 May 2008
- J. But, T.T.T. Nguyen, L. Stewart, N.
Williams, G.
Armitage, "Peformance Analysis of the ANGEL System for
Automated Control of Game Traffic Prioritisation," Proc. 6th
Annual Workshop on Network
and System
Support for Games 2007 (Netgames
2007) Melbourne, Australia 19-20
September 2007
- T.T.T. Nguyen, G. Armitage, "Synthetic
Sub-flow Pairs for Timely and Stable IP Traffic Identification,"
Australian
Telecommunication Networks and Application Conference 2006,
Melbourne, Australia 4-6 December 2006.
- J. But, S. Burriss, G. Armitage, "Priority
Queuing of Network Game Traffic over a DOCSIS Cable Modem Link,"
Australian
Telecommunication Networks and Application Conference 2006,
Melbourne, Australia 4-6 December 2006.
- J.
But, N. Williams, S. Zander, L. Stewart, G. Armitage,
"Automated Network Games Enhancement Layer - A Proposed Architecture"
5th
Workshop on Network System Support for Games 2006 (Netgames 2006)
Singapore, 30-31 October 2006
- T.T.T. Nguyen, G. Armitage,
"Training on multiple sub-flows to optimise the use
of Machine Learning classifiers in real-world IP networks," IEEE 31st Conference on Local Computer
Networks, Tampa, Florida, USA, November 2006.
- L. Stewart, G.
Armitage, P. Branch,
S. Zander, "An Architecture for
Automated Network Control of QoS over Consumer Broadband Links", (poster)
IEEE Tencon 2005, Melbourne, Australia, 21-24 November 2005.
CAIA Technical Reports
3D Game engines
for visualisation
Peer-reviewed
Journal and Conference Papers
- W. Harrop, G. Armitage, "Real-Time Collaborative Network Monitoring
and Control Using 3D Game Engines for Representation and Interaction",
in Proc. of VizSEC'06
Workshop on Visualization for Computer Security, Virginia, USA,
October/November 2006.
- W. Harrop, G. Armitage,
"Modifying first person shooter games to perform real time network
monitoring and control tasks," 5th Workshop on Network
System Support for Games 2006 (Netgames 2006) Singapore, 30-31
October 2006.
CAIA Technical Reports
Short- and long-time
frame traffic patterns
Peer-reviewed
Journal and Conference Papers
- M. Rossi, P. Branch, G. Armitage, "Inferring the Time-zones of Prefixes and Autonomous Systems by Monitoring Game Server Discovery Traffic,"
in Proceedings of International Workshop on Network and Operating
Systems Support for Digital Audio and Video (NOSSDAV), Vancouver,
British Columbia, Canada, 1-3 June 2011
- G.
Armitage, C. Javier, S. Zander,
"Post-game Estimation of Game Client RTT and Hop
Count Distributions," (short-paper), 5th Workshop on
Network
System Support for Games 2006 (Netgames
2006) Singapore, 30-31
October 2006. [full
paper]
CAIA Technical Reports
- G. Armitage,
"Distribution of IP Source Addresses Experienced By Wolfenstein Enemy
Territory Game Servers" (pdf) CAIA Technical Report 070904A,
September 2007
- G. Armitage, C.
Javier, S. Zander
"Post-game Estimation of Game Client RTT and Hop Count Distributions,"
(pdf) CAIA Technical Report 060801A, August 2006
- S. Zander, "Misclassification
of Game Traffic based on Port Numbers: A Case Study using Enemy
Territory," (pdf) CAIA Technical Report 060410D, April 2006
- G. Armitage, C.
Javier, S. Zander, "Client
RTT and Hop Count Distributions viewed from an Australian Enemy
Territory Server," (pdf) CAIA Technical Report 060223A,
February 2006
- A.M. Pavlicic, G.J.
Armitage, "Quake 3 Packet
Inter-Arrival and Length Over the Internet", (html) CAIA
Technical Report 030919B, September 2003
- A.M. Pavlicic, "Capturing Xbox System
Link Traffic While Playing TimeSplitters2", (html) CAIA
Technical Report 031009A, October 2003
- M. D. Pozzobon, "Quake 3 Packet and
Traffic Characteristics", (html) CAIA Technical report 021220A,
December 2002
- M. D. Pozzobon, "Capturing
Xbox System Link Traffic while playing Halo", (html) CAIA
Technical report 020802A, August 2002
- G. J. Armitage, "Inferring the Extent of Network Address
Port Translation at Public/Private Internet Boundaries",
(pdf) CAIA Technical Report 020712A, July 2002
Other topics
Peer-reviewed Journal and
Conference Papers
- S. Zander, G. Armitage and P. Branch, "Reliable Transmission Over Covert Channels in First Person Shooter Multiplayer Games," in 34th IEEE Conference on Local Computer Networks (LCN 2009), pp. 169--176. Zurich, Switzerland, 20-23 October 2009
- J. But, G. Armitage, L. Stewart, "Outsourcing Automated QoS Control of Home Routers for a Better Online Game Experience," IEEE Communications, vol. 46 no. 12 pp. 64-70, December 2008
- Sebastian Zander, Grenville Armitage and Philip Branch, "Covert Channels in Multiplayer First Person Shooter Online Games," in 33rd IEEE Conference on Local Computer Networks (LCN 2008), pp. 215-222. Montreal, Canada, 14-17 October 2008
- G. Armitage, P.
Branch "Distribution of First Person
Shooter Online
Multiplayer Games", International Journal of Advanced Media
and Communication, Vol.1, No.1, pp. 59-75, October 2005.
CAIA
Technical Reports
- A. Shoolman,
"Ping Estimation in Enemy Territory," (pdf) CAIA Technical
Report 070122A, January 2007.
- D. A. Kennedy, S.
Zander, "Investigating
the Influence of HTTP Traffic on the Accuracy of Packet Time Stamping",
(pdf) CAIA Technical Report 041124A, November 2004
- B. Tyo, "Running
a Quake 3 mod on Enemy Territory", (pdf, restricted access) CAIA
Technical Report 040921A, September 2004
- D. A. Kennedy, B.
Tyo, "Configuring
a "Wolfenstein: Enemy Territory" Server for Online Play", (pdf)CAIA
Technical Report 040831A, August 2004
- A.
M. Pavlicic, "Dummynet
on the GENIUS Bridge Machine," (pdf) CAIA Technical Report
040625A, June 2004.
- G. J.
Armitage, "Playing
Quake 3 under
FreeBSD 4.8 with an nVidia Graphics Card", (html) CAIA
Technical Report 030722A, July 2003
- G. J. Armitage, "Eight Players, Two
Xboxes, One Screen", (html) CAIA Technical report 021224A,
December 2002
- M. D. Pozzobon, GENIUS Talk 2
(talk at CAIA, Swinburne, December 18, 2002), (pdf,
2.93MB)
- M. D. Pozzobon, GENIUS Talk
(talk at CAIA, Swinburne, October 16, 2002), (pdf,
0.83MB)
- M. D. Pozzobon, "Evaluation of laboratory computers for use
as traffic monitors", (html) CAIA Technical report
020924A, September 2002
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