several processes, including a database and a web server; in that case, we present the aggregate CPU consumption figures.

Results and model {#sec:sub-learn}
-----------------

[Fig. \[fig:scatter-video\]]{}, [Fig. \[fig:scatter-gaming\]]{} and [Fig. \[fig:scatter-maps\]]{} summarize our experimental results. Each blue dot therein corresponds to an experiment, e.g., a different combination of video file and number of clients; its position in the plot is determined by how much data was served in that experiment, and the corresponding load on the server. Computational load values are expressed in [*CPU ticks*]{}, the minimum unit of CPU scheduling in the operating system. In Linux, each tick represents 10 ms; as an example, saying that a process takes 200 ticks to complete means that the CPU was assigned to that process for 2 s [^2].

The first thing to notice is the scale of the two plots. As one might expect, serving video implies transferring massively more data than hosting a game server, and therefore video is rightfully regarded as one of the applications consuming most of the bandwidth offered by networks. Looking at the y-axis, on the other hand, a different aspect emerges: the amount of CPU resources associated with gaming and, to a lesser extent, maps, 