Gaming Network Traffic Dataset
Gaming consoles are very common connected devices which have evolved in functionality and applications (games and beyond) they support. This diversity of traffic generated from these consoles has diverse quality of service (QoS) requirements. However, in order to offer diverse QoS, ISPs and operators must be able to classify this traffic. To enable research in traffic classification (Machine Learning based or other), we have generated and collected this dataset. This is a labelled dataset collected from a gaming console, PlayStation 4. The data was collected for a period of 2 weeks from July 26, 2020 till August 12, 2020. The data was collected 3 times a day (morning, afternoon, evening). There is a total of 41 rounds of data collection.
Download Microsoft Network Monitor (at the following link: https://www.microsoft.com/en-us/download/details.aspx?id=4865) to be able to access the data. Open the capture file and then wait for all the collected frames to be loaded. The data set was collected using Microsoft Network Monitor 3.4. The traffic is Labelled by number, time and day, Source and Destination IP, Protocol, length and description. Using Microsoft Network Monitor, there is a way to Filter by Media type (check the following link: https://docs.microsoft.com/en-us/archive/blogs/netmon/intro-to-filtering...). To navigate the data easily, you can apply a filter on the media type by putting it Ethernet meaning that only the data exchanged between the Laptop and the PlayStation will show. The Excel sheet included with the dataset contains the date and the time of each capture and also when each activity was running and when it was stopped making it easy to identify the data. Refer to the time delay report attached for more information about the time synchronization aspects between the data capture and the PlayStation.
- Set 1 of 3 Set 1.zip (99.26 MB)
- Set 2 of 3 Set 2.zip (51.94 MB)
- Set 3 of 3 and Dateset Log Set 3.zip (105.58 MB)
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