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.

One Player on Console

The following section discusses individual server to client and client to server flows when one player is present on a client console.

Packet Inter-Arrival Time

All inter-arrival time graphs from the client to the server in the results have a large peak occurring at 120ms as seen in Figure 2. From this we can concluded that all packets sent from the client arrive at the server with a constant 120ms inter-arrival time. As seen in Figure 3, the server to client graphs have peaks at 0ms, 20ms, 60ms, 100ms, and 120ms. The largest peak always occurs at 120ms.

Figure 2: Game 1 One Player on Console
Figure 3: Game 1 One Player on Console

Packet Length

As we can see from Figure 4, one player on a client console results in significant peaks at 62bytes and 84bytes with a smaller peak at 92bytes. Note that this data is from Game 2 where Console 2 had only one player on it. Game 1 also showed the same results for both consoles.

Figure 4: Game 2 One Player on Console

From Figures 5 and 6 below, it can be seen that as the number of overall players in the game increases (Game 1 has a total number of three players and Game 2 has a total number of five players), the number of peaks in the server to client data graphs also increases.

Figure 5: Game 1 One Player on Console
Figure 6: Game 2 One Player on Console

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Last Updated: Friday 10-Oct-2003 09:40:23 AEST
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