WONS 2012
http://www.wikicfp.com/cfp/servlet/event.showcfp?eventid=17468©ownerid=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