ajME: making game engines autonomic

Pedro M. N. Martins, J. Mccann
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引用次数: 1

Abstract

Autonomic Computing is now showing its value as a solution to the increased complexities of maintaining computer systems and has been applied to many different fields. In this paper, we demonstrate how a gaming application can benefit from autonomic principles. Currently, minimal adaptivity has been used in games and is typically manifested as bespoke mechanisms that cannot be shared, extended, reused etc. In this paper we show the advantages of Autonomic Computing in terms of not only improved performance, but also show that decoupling adaptivity mechanisms from the managed game can be done efficiently whilst improving its software engineering. To this end we implement and evaluate a proof of concept architecture using the popular Java game engine jMonkeyEngine and in doing so produce autonomic extensions for the jMonkeyEngine (namely ajME). We show that this framework enables easy adoption of autonomic computing in games created using this games engine but also how this relates to other engines. We conclude that autonomic computing in gaming is viable (i.e. performance is improved while leaving the game quality minimally changed), has advantages over other approaches from a software engineering point of view and all with a minimal overhead. We then discuss the difficulties that are still present in the implementation of autonomic gaming systems, and suggest some further work that could be done in order to improve this area.
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ajME:创造自主游戏引擎
自主计算作为解决日益复杂的计算机系统维护问题的一种解决方案,正在显示其价值,并已应用于许多不同的领域。在本文中,我们将演示游戏应用程序如何从自主原则中获益。目前,游戏中使用的适应性很小,通常表现为无法共享、扩展和重用的定制机制。在本文中,我们展示了自主计算的优势,不仅在提高性能方面,而且还表明,在改进其软件工程的同时,可以有效地将自适应机制与管理博弈解耦。为此,我们使用流行的Java游戏引擎jMonkeyEngine来实现和评估一个概念架构的验证,并在此过程中为jMonkeyEngine(即ajME)生成自主扩展。我们展示了这个框架可以很容易地在使用这个游戏引擎创建的游戏中采用自主计算,以及它与其他引擎的关系。我们的结论是,游戏中的自主计算是可行的(即在保持游戏质量最小化的情况下提高性能),从软件工程的角度来看,它比其他方法更有优势,而且开销最小。然后,我们讨论了自主游戏系统实施中仍然存在的困难,并提出了一些可以做的进一步工作,以改进这一领域。
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