{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2022,4,1]],"date-time":"2022-04-01T01:45:56Z","timestamp":1648777556620},"reference-count":19,"publisher":"Springer Science and Business Media LLC","issue":"5","license":[{"start":{"date-parts":[[2014,2,4]],"date-time":"2014-02-04T00:00:00Z","timestamp":1391472000000},"content-version":"tdm","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Multimedia Systems"],"published-print":{"date-parts":[[2014,10]]},"DOI":"10.1007\/s00530-014-0359-z","type":"journal-article","created":{"date-parts":[[2014,2,3]],"date-time":"2014-02-03T04:01:09Z","timestamp":1391400069000},"page":"609-620","source":"Crossref","is-referenced-by-count":1,"title":["On synthetic workloads for multiplayer online games: a methodology for generating representative shooter game workloads"],"prefix":"10.1007","volume":"20","author":[{"given":"Max","family":"Lehn","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Tonio","family":"Triebel","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Robert","family":"Rehner","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Benjamin","family":"Guthier","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Stephan","family":"Kopf","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Alejandro","family":"Buchmann","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Wolfgang","family":"Effelsberg","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"297","published-online":{"date-parts":[[2014,2,4]]},"reference":[{"key":"359_CR1","doi-asserted-by":"crossref","unstructured":"Beigbeder, T., Coughlan, R., Lusher, C., Plunkett, J., Agu, E., Claypool, M.: The effects of loss and latency on user performance in unreal tournament 2003. In: Proceedings of 3rd ACM SIGCOMM Workshop on Network and System Support for Games (NetGames\u201904), ACM, pp. 144\u2013151 (2004)","DOI":"10.1145\/1016540.1016556"},{"key":"359_CR2","unstructured":"Bharambe, A., Pang, J., Seshan, S.: Colyseus: A distributed architecture for online multiplayer games. In: Proceedings of the 3rd conference on Networked Systems Design & Implementation (NSDI\u201906), USENIX Association, Berkeley, pp. 155\u2013168 (2006)"},{"key":"359_CR3","doi-asserted-by":"crossref","unstructured":"Bharambe, A., Douceur, J.R., Lorch, J.R., Moscibroda, T., Pang, J., Seshan, S., Zhuang, X.: Donnybrook: enabling large-scale, high-speed, peer-to-peer games. In: Proceedings of the ACM SIGCOMM Conference on Data Communication (SIGCOMM\u201908), ACM, pp. 389\u2013400 (2008)","DOI":"10.1145\/1402958.1403002"},{"key":"359_CR4","unstructured":"Champandard, A.: Behaviour trees for next gen game ai (video part1). http:\/\/aigamedev.com\/open\/articles\/behavior-trees-part1\/ (2007)"},{"issue":"11","key":"359_CR5","doi-asserted-by":"crossref","first-page":"40","DOI":"10.1145\/1167838.1167860","volume":"49","author":"M. Claypool","year":"2006","unstructured":"Claypool, M., Claypool, K.: Latency and player actions in online games. Commun. ACM 49(11), 40\u201345 (2006)","journal-title":"Commun. ACM"},{"key":"359_CR6","doi-asserted-by":"crossref","unstructured":"Claypool, M., Claypool, K.: Latency can kill: precision and deadline in online games. In: Proceedings of the First Annual ACM SIGMM Conference on Multimedia Systems (MMSys\u201910), ACM, pp. 215\u2013222 (2010)","DOI":"10.1145\/1730836.1730863"},{"issue":"2","key":"359_CR7","doi-asserted-by":"crossref","first-page":"108","DOI":"10.1504\/IJAMC.2010.032138","volume":"4","author":"L. Fan","year":"2010","unstructured":"Fan, L., Trinder, P., Taylor, H.: Design issues for peer-to-peer massively multiplayer online games. Int. J. Adv. Media Commun. 4(2), 108\u2013125 (2010)","journal-title":"Int. J. Adv. Media Commun."},{"key":"359_CR8","doi-asserted-by":"crossref","unstructured":"Gross, C., Lehn, M., Muenker, C., Buchmann, A., Steinmetz, R.: Towards a comparative performance evaluation of overlays for networked virtual environments. In: Proceedings of the IEEE International Conference on Peer-to-Peer Computing (P2P\u201911), IEEE, pp. 34\u201343 (2011)","DOI":"10.1109\/P2P.2011.6038659"},{"issue":"4","key":"359_CR9","doi-asserted-by":"crossref","first-page":"22","DOI":"10.1109\/MNET.2006.1668400","volume":"20","author":"S.Y. Hu","year":"2006","unstructured":"Hu, S.Y., Liao, G.M.:Von: A scalable peer-to-peer network for virtual environments. IEEE Netw. 20(4), 22\u201331 (2006)","journal-title":"IEEE Netw."},{"key":"359_CR10","doi-asserted-by":"crossref","unstructured":"Lang, T., Branch, P., Armitage, G.: A synthetic traffic model for Quake3. In: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE\u201904), ACM, pp. 233\u2013238 (2004)","DOI":"10.1145\/1067343.1067373"},{"key":"359_CR11","doi-asserted-by":"crossref","unstructured":"Lehn, M., Triebel, T., Gross, C., Stingl, D., Saller, K., Effelsberg, W., Kovacevic, A., Steinmetz, R.: Designing benchmarks for p2p systems. In: Sachs K, Petrov I, Guerrero P (eds) From Active Data Management to Event-Based Systems and More, Lecture Notes in Computer Science, vol 6462, Springer, pp. 209\u2013229 (2010)","DOI":"10.1007\/978-3-642-17226-7_13"},{"key":"359_CR12","doi-asserted-by":"crossref","unstructured":"Lehn, M., Leng, C., Rehner, R., Triebel, T., Buchmann, A.: An online gaming testbed for peer-to-peer architectures. In: Proceedings of the ACM SIGCOMM 2011 Conference (SIGCOMM\u201911), ACM, demo (2011)","DOI":"10.1145\/2018436.2018528"},{"key":"359_CR13","doi-asserted-by":"crossref","unstructured":"Pantel, L., Wolf, L.: On the suitability of dead reckoning schemes for games. In: Proceedings of the 1st Workshop on Network and System Support for Games, ACM, pp. 79\u201384 (2002)","DOI":"10.1145\/566500.566512"},{"key":"359_CR14","doi-asserted-by":"crossref","unstructured":"Schmieg, A., Stieler, M., Jeckel, S., Kabus, P., Kemme, B., Buchmann, A.: pSense\u2014maintaining a dynamic localized peer-to-peer structure for position based multicast in games. In: IEEE International Conference on Peer-to-Peer Computing (P2P\u201908) (2008)","DOI":"10.1109\/P2P.2008.20"},{"key":"359_CR15","doi-asserted-by":"crossref","unstructured":"Svoboda, P., Karner, W., Rupp, M.: Traffic analysis and modeling for World of Warcraft. In: Proceedings of the IEEE International Conference on Communications (ICC\u201907), pp. 1612\u20131617 (2007)","DOI":"10.1109\/ICC.2007.270"},{"key":"359_CR16","doi-asserted-by":"crossref","unstructured":"Terpstra, W.W., Kangasharju, J., Leng, C., Buchmann, A.P.: Bubblestorm: resilient, probabilistic, and exhaustive peer-to-peer search. In: Proceedings of the conference on Applications, technologies, architectures, and protocols for computer communications (SIGCOMM\u201907), ACM, pp. 49\u201360 (2007)","DOI":"10.1145\/1282380.1282387"},{"key":"359_CR17","doi-asserted-by":"crossref","unstructured":"Triebel, T., Lehn, M., Rehner, R., Guthier, B., Kopf, S., Effelsberg, W.: Generation of synthetic workloads for multiplayer online gaming benchmarks. In: International Workshop on Network and Systems Support for Games (NetGames\u201912), IEEE (2012)","DOI":"10.1109\/NetGames.2012.6404028"},{"key":"359_CR18","doi-asserted-by":"crossref","unstructured":"Yahyavi, A., Kemme, B.: Peer-to-peer architectures for massively multiplayer online games: a survey. ACM Comput. Surv. 46(1), 9:1\u20139:51 (2013). doi: 10.1145\/2522968.2522977","DOI":"10.1145\/2522968.2522977"},{"key":"359_CR19","doi-asserted-by":"crossref","unstructured":"Yu, A.P., Vuong, S.T.: Mopar: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games. In: Proceedings of the international Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV\u201905), ACM, pp. 99\u2013104 (2005)","DOI":"10.1145\/1065983.1066007"}],"container-title":["Multimedia Systems"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/s00530-014-0359-z.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/link.springer.com\/article\/10.1007\/s00530-014-0359-z\/fulltext.html","content-type":"text\/html","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/s00530-014-0359-z","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2019,8,7]],"date-time":"2019-08-07T07:43:04Z","timestamp":1565163784000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/s00530-014-0359-z"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2014,2,4]]},"references-count":19,"journal-issue":{"issue":"5","published-print":{"date-parts":[[2014,10]]}},"alternative-id":["359"],"URL":"https:\/\/doi.org\/10.1007\/s00530-014-0359-z","relation":{},"ISSN":["0942-4962","1432-1882"],"issn-type":[{"value":"0942-4962","type":"print"},{"value":"1432-1882","type":"electronic"}],"subject":[],"published":{"date-parts":[[2014,2,4]]}}}