Discussion Overview What were the main contributions of the work? Due to the recent global explosion of on-line multiplayer games, it is becoming more important to understand its network behavior and usage in order to provision and design future network infrastructure. This paper characterizes the main gaming traffic behavior, that is, the traffic behavior of this heavily loaded game server is highly predictable and can be attributed to the fact that current game designs target the saturation of the narrowest, last-mile link. Farther more the paper predicates that as current routers are designed for bulk data transfers with larger packets, a significant, concentrated deployment of online game servers will have the potential for overwhelming current networking equipment. It is very important to provision and design future network infrastructure. What were the approach of the research? The approach of the research including following methods: First of all the authors use a table to summarize the trace itself to show the main results of the research, including maps played, user sessions established, the average connection time of each player, the bandwidth of incoming and outgoing, and all packet trace and data which were send during this time frame etc. Second the authors use a few methods to show the predictability of the trace including the figure of average bandwidth and packet load observed by the server at variance time scales, to show the trace is visually stable over the long term and then they use the standard variance aggregate methods to measure the variability of the Finally the researchers use the figure of both PDF and CDF of the package distribution to draw out the conclusion that current game designs target the saturation of the narrowest, last-mile link. What are the ongoing work for the research Other pieces in the provisioning puzzle 每Aggregate player populations 每Geographic distributions of players over time (IP2Geo) Impact on route and packet classification caching Other FPS games 每HL-based: Day of Defeat 每UT-based: Unreal Tournament 2003, America's Army 每Quake-based: Medal of Honor: Allied Assault 每Results apply across other FPS games and corroborated by other studies What are potential avenues for further work and improvements? Games as passive measurement infrastructure 每Only widespread application with continuous in-band ping information being delivered (measurement for free) 每※Ping times§ of all clients broadcast to all other clients every 2-3 seconds 每20,000+ servers, millions of clients Games as active measurement infrastructure 每Thriving FPS mod community and tools 每Server modifications [Armitage01]