@misc{10045, author = {Chris Majewski and Carsten Griwodz and P{\r a}l Halvorsen}, title = {Translating Latency Requirements Into Resource Requirements for Game Traffic}, abstract = {Networked multi-player games constitute a demanding class of interactive distributed multimedia applications with very high commercial relevance. As such, they attract a growing number of researchers in multimedia networking. Most games use a client-server architecture, mainly to prevent cheating. By analyzing the traffic of such games, we confirm that individual client-server flows consume relatively little bandwidth. Thus latency, rather than bandwidth, is the critical parameter when provisioning this class of applications. In order for commercial game services to ensure low-latency operation, resource reservation must be explored. In this paper, we investigate options for a DiffServ-style reservation on part of the path between a game server and sets of clients. We show how a token bucket shaper can be parameterized based on a target end-to-end latency, and discuss the implications for a network infrastructure. We use the shaper to quantify the burstiness of game traffic and the correlation between individual flows, with a view to the limitations this imposes on resource reservation for aggregate (multiplexed) flows.}, year = {2006}, journal = {International Network Conference (INC 2006)}, pages = {113-120}, month = {July}, publisher = {University of Plymouth}, isbn = {1-84102-157-1}, editor = {Steven Furnell and Paul Dowland}, }