[Idnet] FPS game traffic datasets... Re: A few ideas/suggestions to get us going

grenville armitage <garmitage@swin.edu.au> Thu, 30 March 2017 00:18 UTC

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From: grenville armitage <garmitage@swin.edu.au>
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Date: Thu, 30 Mar 2017 11:18:19 +1100
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Subject: [Idnet] FPS game traffic datasets... Re: A few ideas/suggestions to get us going
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On 03/23/2017 04:29, David Meyer wrote:
     [...]
> The second thing that we need to think about is publicly available standardized data sets. Examples here include MNIST, ImageNet, and many others. The result of having these data sets has been the steady ratcheting down of error rates on tasks such as object and scene recognition, NLP, and others to super-human levels. Suffice it to say we have nothing like these data sets for networking. Networking data sets today are largely proprietary, and because there is no UTON, there is no real way to compare results between them.

Admittedly narrow in scope, and a bit dusty with age, but we have some early-2000s first person shooter (FPS) game traffic traces available at http://caia.swin.edu.au/sitcrc/song   (Sadly, not much changed since 2006 when project funding ended. But perhaps still of interest to someone.)

cheers,
gja

-- 
Professor Grenville Armitage
School of Software and Electrical Engineering
Faculty of Science, Engineering and Technology
Swinburne University of Technology, Australia
http://i4t.swin.edu.au/people/garmitage