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While the daily and weekly cycles in server load are clear, the
duration of our trace allows us to examine longer term cycles. We
examine the trend of three games of similar popularity as well as
the trend of the most popular game, Half-life,
over the period of just over two
years. We compute the trend as the moving average of the data with a
window size of one week. Figure 10
shows the trends of the respective games.
The underlying trend of these games does not reveal periodicities on a
monthly timescale, and the limits of our trace prevent us from drawing
any strong conclusions about annual cycles. There are several points
in trace where the games appear to be synchronized, but the
explanation for the concurrent peaks or valleys is not necessarily
predictable. We observe peaks in all games near the Christmas season,
but, for example, all four games experience a drop during the
unpredictable weeks of the Sobig virus [27].
Next: Potential for multiplexing gain
Up: Game workloads have varying
Previous: Game workloads exhibit predictable
2005-08-10