This page is part of the GENIUS project.
The following section discusses aggregate flows to and from the server for the six games played.
Packet Inter-Arrival TimeThe following figures show the client to server aggregate flow for all six games. We can see that although the shape of the graphs differ, they are all approximately symmetrical about the 60ms mark.
Figure 21: Game 1 Three Players in Game Figure 22: Game 2 Five Players in Game Figure 23: Game 3 Six Players in Game Figure 24: Game 4 Seven Players in Game Figure 25: Game 5 Eight Players in Game Figure 26: Game 6 Nine Players in Game
We can see in Figure 27 that Game 1 server to client aggregate data has peaks at 0ms, 20ms, 60ms, 100ms and 120ms. This again corresponds to the server having only one player attached. As shown in Figure 28, Game 2 also has peaks at 40ms and 80ms as do all other server to client aggregate data graphs.
Figure 27: Game 1 Three Players in Game Figure 28: Game 2 Five Players in Game
Packet LengthFigures 29 and 30 show the contrast in the number of peaks occuring in a three player game versus the number of peaks occuring in a nine player game for aggregate client to server data. Generally, as the overall number of players in the game increases, the number of different length packets also increases.
Figure 29: Game 1 Three Players in Game Figure 30: Game 6 Nine Players in Game
As seen in Figures 31, 32 and 33, as the total number of players increases, the number of peaks also increases, as does the spread of the peaks.
Figure 31: Game 1 Three Players in Game Figure 32: Game 3 Six Players in Game Figure 33: Game 6 Nine Players in Game
Last Updated: Friday 10-Oct-2003 09:42:13 AEST URL: Maintained by: Ana Pavlicic email@example.com Authorised by: Grenville Armitage firstname.lastname@example.org