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.

Two Players on Console

The following section discusses individual server to client and client to server flows when two players are 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 7. This corresponds to the client to server results found for one player on a console. As we can see in Figure 8, when more than one client is present on the server (as true in Game 2), the server to client data shows extra peaks at 40ms and 80ms compared to only one player on the server during the game. Again, the tallest peak occurs at 120ms.

Figure 7: Game 3 Two Players on Console
Figure 8: Game 3 Two Players on Console

Packet Length

Figure 9 shows that with two players on a console, the client to server data has an extra peak at 108bytes when compared to data generated from one player on a console and has a peak at 86bytes rather than 84bytes.

Figure 9: Game 3 Two Players on Console

Again we can see that as the number of players in the game increases, the number of peaks on the Server to Client graph also increases according to Figures 10 and 11. This would suggest the server is communicating the presence/interaction of other players in the game to each player.

Figure 10: Game 3 Two Players on Console
Figure 11: Game 4 Two Players on Console





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