Efficient Identification of Cloud Gaming Traffic at the Edge
Abstract
Cloud Gaming (CG) has been gaining a lot of interest and major actors have entered this market such as Google, Nvidia, Sony or Microsoft. They operate CG platforms that attract an increasing number of players worldwide. This type of traffic is highly demanding for network infrastructures because it requests simultaneously high bandwidth, low delay and no traffic degradation (interruptions or jitter) to ensure a good end-user's QoE. To improve the delivery of low-latency applications, new Active Queue Management architectures like L4S (Low Latency, Low Loss, Scalable Throughput) are proposed. Currently, traffic is routed to a low-latency queue only based on the presence of the Explicit Congestion Notification bit (ECN) in the IP header, but this is too restrictive and can be easily manipulated. Instead, we aim at analyzing and detecting CG traffic based on its inherent characteristics, to forward the packets in the low-latency queue. This paper presents our models to efficiently detect CG traffic based on flow-level features among other highbitrate applications transported over UDP. The evaluation proves that our model based on decision trees achieves very good results (98.5% accuracy) and can be realistically deployed as a Virtualized Network Function at the edge, handling more than 10Gb/s of medium-sized flows on a low-end server. Our network captures and source code are open to ensure reproducible results.
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