WONS 2012 http://www.wikicfp.com/cfp/servlet/event.showcfp?eventid=17468&copyownerid=27445 Traffic generation application for simulation online games and M2M applications via wireless networks Authors: Srdjan Krco, Igor Tomic, Dejan Drajic Ericsson Milica Popovic, Nenad Zeljkovic TELEKOM Phillip Svoboda TUV Navid Nikaein - Eurecom Abstract In this paper we presents results of traffic modeling and simulation of multiplayer real-time games, and M2M applications using TCP protocol over HSPA Telekom Srbija mobile network which are performed within the FP7 LOLA project. RTT Round Trip Time and cell statistics are analyzed. For that purpose Traffic generation application is developed and written for Android phones to generate traffic in mobile wireless network for different types of tests. Application is activated by setting the corresponding parameters related to desired test case, i.e. duration of testing, or size and frequency of the messages that the application exchanges with server. The main goal of cell statistics analysis is to evaluate potential impact of additional simulated traffic on mobile wireless radio network performance. The following distributions are used for packet sizes of the observed games and M2M applications: LogNormal distribution, Gaussian distribution and Constant packet size, and for inter- arrival times of packets Uniform distribution is used. 1. Introduction M2M and gaming are the types of applications that are increasingly using mobile networks to transfer data to central servers or interact with other devices and players. Together with additional traffic, these applications are also introducing new requirements on the underlying mobile networks. In this paper, we focus on latency requirements and performance of a live mobile network in the presence of M2M and online game applications. In the online games domain, low latency is particularly critical for an avatar model of on-line games with high precision weapons, the so called massively multi-user on-line first-person shooter type of games. In the near future, we can expect that handheld gaming devices will be increasingly equipped with embedded mobile interface, such as High-Speed Packet Access (HSPA) or LTE. M2M is in the focus of the mobile industry for some time now and along with the ongoing activities in the research community, efforts towards understanding the impact of M2M on the mobile network architecture and specification of the relevant standards are under way (for example ETSI M2M and 3GPP). An important characteristic of the machine type communications is the variety of possible communication patterns, with heterogeneous requirements and features (see examples in Appendix B of 3GPP TS 22.368 [1]). Another key aspect is the design of low-layer signalling which allows for extremely short acquisition times for event-driven traffic and switching between idle and active communication states. One of the most challenging problems is the co-habitation of M2M traffic with conventional user traffic, and moreover this is coupled with the potential of a rapid increase in the number of machines connected to cellular infrastructure in the coming decades. The market for M2M application will grow in the coming years, according to some estimations 50 billion M2M devices will be