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.

Three Players on Console

The following section discusses individual server to client and client to server flows when three players are present on a client console.

Packet Inter-Arrival Time

Occuring when there are one or two players on a console, a single large peak also occurrs at 120ms when there are three players on a console as shown in Figure 12. Figure 13 shows that when three clients are present on a console, the server to client data has peaks at 0ms, 20ms, 40ms, 60ms, 80ms, 100ms and 120ms as it did when two players were on the server. The tallest peak, as usual, occurs at 120ms.

Figure 12: Game 4 Three Players on Console
Figure 13: Game 4 Three Players on Console

Packet Length

As can be seen in Figure 14, the client to server graph when there are three clients on the console closely resembles that of Figure 9. We can see that Figure 14 closely resembles Figure 11 since both data sets are from the same game where the number of total players was seven.

Figure 14: Game 4 Three Players on Console
Figure 15: Game 4 Three Players on Console





Swinburne Homepage Site Map Search Index
 

© Swinburne Copyright and disclaimer Privacy Feedback

Last Updated: Friday 10-Oct-2003 09:41:41 AEST
URL:
Maintained by: Ana Pavlicic apavlicic@groupwise.swin.edu.au
Authorised by: Grenville Armitage garmitage@swin.edu.au

IndexSearchSite MapSwinburne Home Page