As part of a broader organisational restructure, data networking research at Swinburne University of Technology has moved from the Centre for Advanced Internet Architecture (CAIA) to the Internet For Things (I4T) Research Lab.

Although CAIA no longer exists, this website reflects CAIA's activities and outputs between March 2002 and February 2017, and is being maintained as a service to the broader data networking research community.


This page is part of the GENIUS project.

Single Client Traffic Results


The following section discusses individual server to client and client to server flows.

Packet Inter-Arrival Time

As seen in Figure 1, most of the traffic sent from the client to the server in a three player game peaks at approximately every 16ms. Figure 2 is an example of a four player game where this pattern does not happen, rather there is usually one main peak occuring at approximately 33ms.

Figure 1: Three client game
Figure 2: Four client game

In Figure 3A and Figure 3B we can see the inter-arrival graphs produced by data from the server to a client during a three client game in 2D and 3D respectively. The 3D graph clearly shows that 50ms peak intervals are consistent over most of the data set. Figure 4A and Figure 4B show the same characteristics occuring in the four client game. The multiples of 50ms found in this data is unexpected and could be due to slow clients and Internet delays resulting in the server updating at a slower rate.

Figure 3A: Three client game 2D
Figure 3B: Three client game 3D


Figure 4A: Four client game 2D
Figure 4B: Four client game 3D


From Figure 5A and its corresponding 3D graph in Figure 5B, we can see when the server is taking approximately one to three minutes to send 2000 packets to the client. These packets are sent with an inter-arrival time of 50ms. We can also see that taking approximately more than three minutes to send 2000 packets results in an inter-arrival time of mainly 100ms peaks.

Figure 5A: Four client game 2D
Figure 5B: Four client game 3D

Packet Length

As we can see from Figure 7A, the mean of packets sent from the client to the server are approximately 73 bytes long with a distinct 'M' shape. Figure 7B shows the same set of data in 3D, to illustrate that some histograms peak highly on the left side of the 'M' due to map change.

Figure 7A: Four client game
Figure 7B: Four client game

Figure 8 shows that packet length distribution is greater from the server to the client than from the client to the server, with a packet length mean being 155 bytes (click on Figure 8 to see a close-up of the distribution with the tallest peak removed).

Figure 8: Four client game





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