Today, any Internet user can find out and download more than one hundred thousands of games on mobile app marketplaces; nevertheless, how to pick the best games out of the large pool without spending much time on tryout is very challenging. The common rank list and social recommendation approaches for discovering new games do not work well when a player wants to search for games with a particular gameplay, or he may want to find out all the slow-paced games suitable for his grandparents. There is currently no feasible way to do that because these requirements cannot be formulated in a proper text search query. In this paper, we propose a scheme that can discover mobile games with similar gameplay based on players' touch gestures while playing a game. We select 22 mobile games from 5 genres and recorded 94 touch gesture traces from 5 subjects. The evaluation results show that 1) touch gestures can serve robust signatures of gameplay as the key traits of the touch gestures from different subjects remain consistent; 2) our scheme can give reasonably accurate recommendations of similar games simply based on touch gestures.
{"title":"Mobile game recommendation using touch gestures","authors":"Hao-Tsung Yang, De-Yu Chen, Yaohua Hong, Kuan-Ta Chen","doi":"10.1109/NETGAMES.2013.6820609","DOIUrl":"https://doi.org/10.1109/NETGAMES.2013.6820609","url":null,"abstract":"Today, any Internet user can find out and download more than one hundred thousands of games on mobile app marketplaces; nevertheless, how to pick the best games out of the large pool without spending much time on tryout is very challenging. The common rank list and social recommendation approaches for discovering new games do not work well when a player wants to search for games with a particular gameplay, or he may want to find out all the slow-paced games suitable for his grandparents. There is currently no feasible way to do that because these requirements cannot be formulated in a proper text search query. In this paper, we propose a scheme that can discover mobile games with similar gameplay based on players' touch gestures while playing a game. We select 22 mobile games from 5 genres and recorded 94 touch gesture traces from 5 subjects. The evaluation results show that 1) touch gestures can serve robust signatures of gameplay as the key traits of the touch gestures from different subjects remain consistent; 2) our scheme can give reasonably accurate recommendations of similar games simply based on touch gestures.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114733296","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-12-09DOI: 10.1109/NETGAMES.2013.6820612
Hyukmin Kwon, Kyungmoon Woo, Hyunchul Kim, Chong-kwon Kim, H. Kim
Recently, real money trading (RMT) by gold farming groups (GFGs) in online games has increased. In particular, GFGs in massively multiplayer online role playing games (MMORPGs) illegally gather and distribute virtual goods and sell them for real money. The previous methods for GFG detection have focused on the user's behavior analysis, but they could detect only gold farmers, not whole GFGs. In this study, we focused on the virtual economy in games and traced abnormal trade networks formed by the gold farmers. We evaluated this method in a real game, AION, the third largest MMORPG. As a result, we can detect not only gold farmer characters but also the entire network structure of GFGs.
{"title":"Surgical strike: A novel approach to minimize collateral damage to game BOT detection","authors":"Hyukmin Kwon, Kyungmoon Woo, Hyunchul Kim, Chong-kwon Kim, H. Kim","doi":"10.1109/NETGAMES.2013.6820612","DOIUrl":"https://doi.org/10.1109/NETGAMES.2013.6820612","url":null,"abstract":"Recently, real money trading (RMT) by gold farming groups (GFGs) in online games has increased. In particular, GFGs in massively multiplayer online role playing games (MMORPGs) illegally gather and distribute virtual goods and sell them for real money. The previous methods for GFG detection have focused on the user's behavior analysis, but they could detect only gold farmers, not whole GFGs. In this study, we focused on the virtual economy in games and traced abnormal trade networks formed by the gold farmers. We evaluated this method in a real game, AION, the third largest MMORPG. As a result, we can detect not only gold farmer characters but also the entire network structure of GFGs.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127058329","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-12-09DOI: 10.1109/NETGAMES.2013.6820615
H. Engelbrecht, Gregor Schiele
Massive Multi-user Virtual Environment (MMVE) research is typically evaluated using traces obtained in emulated environments. Evaluation results obtained using commercially successful MMVEs, such as Minecraft, could aid industry when considering the adoption of newly published MMVE techniques or alternate architectures. In this paper we present our ongoing work in extending Minecraft to become a research platform. By modifying Minecraft on different layers and functional areas, we demonstrate how Minecraft's single server/client architecture can be reconfigured into either a distributed server/client architecture or a peer-to-peer architecture. This is achieved without modifying the Minecraft client and with minimal modification of the server.
{"title":"Koekepan: Minecraft as a research platform","authors":"H. Engelbrecht, Gregor Schiele","doi":"10.1109/NETGAMES.2013.6820615","DOIUrl":"https://doi.org/10.1109/NETGAMES.2013.6820615","url":null,"abstract":"Massive Multi-user Virtual Environment (MMVE) research is typically evaluated using traces obtained in emulated environments. Evaluation results obtained using commercially successful MMVEs, such as Minecraft, could aid industry when considering the adoption of newly published MMVE techniques or alternate architectures. In this paper we present our ongoing work in extending Minecraft to become a research platform. By modifying Minecraft on different layers and functional areas, we demonstrate how Minecraft's single server/client architecture can be reconfigured into either a distributed server/client architecture or a peer-to-peer architecture. This is achieved without modifying the Minecraft client and with minimal modification of the server.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"112 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127151272","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-12-09DOI: 10.1109/NETGAMES.2013.6820603
M. Sithu, Y. Ishibashi, Norishige Fukushima
In this paper, we propose dynamic local lag control which dynamically changes the local lag according to the network delay for sound synchronization in joint musical performance where multiple users play musical instruments together through a network. By QoE (Quality of Experience) assessment for joint musical performance of a networked haptic drum system, we illustrate that the dynamic local lag control is effective.
{"title":"Dynamic local lag control for sound synchronization in joint musical performance","authors":"M. Sithu, Y. Ishibashi, Norishige Fukushima","doi":"10.1109/NETGAMES.2013.6820603","DOIUrl":"https://doi.org/10.1109/NETGAMES.2013.6820603","url":null,"abstract":"In this paper, we propose dynamic local lag control which dynamically changes the local lag according to the network delay for sound synchronization in joint musical performance where multiple users play musical instruments together through a network. By QoE (Quality of Experience) assessment for joint musical performance of a networked haptic drum system, we illustrate that the dynamic local lag control is effective.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122271837","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-12-09DOI: 10.1109/NETGAMES.2013.6820611
Jina Lee, Jiyoun Lim, Wonjun Cho, H. Kim
A game BOT is a major threat in the online game industry. There have been many efforts to distinguish game BOT users from normal users. Several studies have proposed BOT detection models based on the analysis of users' in-game action sequence data. These studies indicated that the analysis of users' in-game actions is effective to detect BOTs. However, they do not use sufficiently large data sets to train and test their algorithms. In this paper, we have proposed a BOT detection model that uses users' in-game action sequence data obtained with the aid of big data analysis environments. We did empirical analysis of the dataset of “Blade and Soul”, the third largest MMORPG in Korea. The result shows that a large amount of sequence data leads to high accuracy.
游戏BOT是网络游戏行业的一大威胁。为了区分游戏BOT用户和普通用户,人们做了很多努力。一些研究提出了基于用户在游戏中的动作序列数据分析的BOT检测模型。这些研究表明,分析用户在游戏中的行为是检测bot的有效方法。然而,他们没有使用足够大的数据集来训练和测试他们的算法。在本文中,我们提出了一种BOT检测模型,该模型利用大数据分析环境下获得的用户在游戏中的动作序列数据。我们对韩国第三大MMORPG《Blade and Soul》的数据集进行了实证分析。结果表明,大量的序列数据可以提高识别精度。
{"title":"I know what the BOTs did yesterday: Full action sequence analysis using Naïve Bayesian algorithm","authors":"Jina Lee, Jiyoun Lim, Wonjun Cho, H. Kim","doi":"10.1109/NETGAMES.2013.6820611","DOIUrl":"https://doi.org/10.1109/NETGAMES.2013.6820611","url":null,"abstract":"A game BOT is a major threat in the online game industry. There have been many efforts to distinguish game BOT users from normal users. Several studies have proposed BOT detection models based on the analysis of users' in-game action sequence data. These studies indicated that the analysis of users' in-game actions is effective to detect BOTs. However, they do not use sufficiently large data sets to train and test their algorithms. In this paper, we have proposed a BOT detection model that uses users' in-game action sequence data obtained with the aid of big data analysis environments. We did empirical analysis of the dataset of “Blade and Soul”, the third largest MMORPG in Korea. The result shows that a large amount of sequence data leads to high accuracy.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131418533","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-12-09DOI: 10.1109/NETGAMES.2013.6820601
Chad Hansen, N. Jurgens, D. Makaroff, David Callele, Philip Dueck
Player satisfaction with real-time multiplayer mobile games is correlated with performance of the communications network. The network is the most dynamic component of such games; congestion and channel loss figure prominently in achieving bounds required for real-time response. If messages cannot be delivered on-time, game developers must use predictive techniques to maintain the game experience. Additional complexity in game play requiring more bandwidth and/or processing could be possible under favourable network conditions. In this paper, we provide a light weight, embedded measurement framework that obtains frame rate, one-way latency, and frame duration within a game session. The captured data can be used by game designers to tune game complexity and to manage predictive algorithm parameters. Game designers use these predictive algorithms to maintain an approximation of what occurs in real-time, despite delays from network transmission. Our initial test results show that we are able to obtain the necessary information efficiently and note that the game deployed in our case study experiences occasional large delays.
{"title":"Network performance measurement framework for real-time multiplayer mobile games","authors":"Chad Hansen, N. Jurgens, D. Makaroff, David Callele, Philip Dueck","doi":"10.1109/NETGAMES.2013.6820601","DOIUrl":"https://doi.org/10.1109/NETGAMES.2013.6820601","url":null,"abstract":"Player satisfaction with real-time multiplayer mobile games is correlated with performance of the communications network. The network is the most dynamic component of such games; congestion and channel loss figure prominently in achieving bounds required for real-time response. If messages cannot be delivered on-time, game developers must use predictive techniques to maintain the game experience. Additional complexity in game play requiring more bandwidth and/or processing could be possible under favourable network conditions. In this paper, we provide a light weight, embedded measurement framework that obtains frame rate, one-way latency, and frame duration within a game session. The captured data can be used by game designers to tune game complexity and to manage predictive algorithm parameters. Game designers use these predictive algorithms to maintain an approximation of what occurs in real-time, despite delays from network transmission. Our initial test results show that we are able to obtain the necessary information efficiently and note that the game deployed in our case study experiences occasional large delays.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114633019","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-12-09DOI: 10.1109/NETGAMES.2013.6820605
M. Shelley, W. Shi, J. Corriveau
Sequence Breaking exists in video games where the player gains access to a portion of a game that should be inaccessible. In such instances, a game's storyline is disrupted. That is, the predefined set of valid event sequences-events being uninterruptable units of functionality that further the game's story-is not honored. We postulate that sequence breaking most often arises through bypassing geographic barriers, cheating, and misunderstanding on the player's behalf. Here, we summarize an approach to preventing sequence breaking at run-time with the help of Use Case Maps.
{"title":"On preventing Sequence Breaking in video games","authors":"M. Shelley, W. Shi, J. Corriveau","doi":"10.1109/NETGAMES.2013.6820605","DOIUrl":"https://doi.org/10.1109/NETGAMES.2013.6820605","url":null,"abstract":"Sequence Breaking exists in video games where the player gains access to a portion of a game that should be inaccessible. In such instances, a game's storyline is disrupted. That is, the predefined set of valid event sequences-events being uninterruptable units of functionality that further the game's story-is not honored. We postulate that sequence breaking most often arises through bypassing geographic barriers, cheating, and misunderstanding on the player's behalf. Here, we summarize an approach to preventing sequence breaking at run-time with the help of Use Case Maps.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"172 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123264543","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-12-09DOI: 10.1109/NETGAMES.2013.6820606
M. Sužnjević, L. Skorin-Kapov, M. Matijasevic
In this paper we present a study evaluating the Quality of Experience (QoE) of players in the case of Massively Multiplayer Online Role-Playing Games. We consider the impact of different influence factors on players' QoE, namely system factors (delay, packet loss, jerkiness, and frame rate), user skill (in terms of game play experience), and context (in terms of action category and social context). In addition to obtaining subjective scores indicating overall QoE, we address the correlations between overall QoE and the following quality features subjectively perceived by players: immersion, interactivity, and fluidity. Results from laboratory tests involving 55 participants playing World of Warcraft (version 5.3.) have shown that player skill and social context affect user subjective evaluation scores. Furthermore, jerkiness and packet loss were found to significantly degrade QoE, while latency did not have a strong impact.
{"title":"The impact of user, system, and context factors on gaming QoE: A case study involving MMORPGs","authors":"M. Sužnjević, L. Skorin-Kapov, M. Matijasevic","doi":"10.1109/NETGAMES.2013.6820606","DOIUrl":"https://doi.org/10.1109/NETGAMES.2013.6820606","url":null,"abstract":"In this paper we present a study evaluating the Quality of Experience (QoE) of players in the case of Massively Multiplayer Online Role-Playing Games. We consider the impact of different influence factors on players' QoE, namely system factors (delay, packet loss, jerkiness, and frame rate), user skill (in terms of game play experience), and context (in terms of action category and social context). In addition to obtaining subjective scores indicating overall QoE, we address the correlations between overall QoE and the following quality features subjectively perceived by players: immersion, interactivity, and fluidity. Results from laboratory tests involving 55 participants playing World of Warcraft (version 5.3.) have shown that player skill and social context affect user subjective evaluation scores. Furthermore, jerkiness and packet loss were found to significantly degrade QoE, while latency did not have a strong impact.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114496689","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-12-09DOI: 10.1109/NETGAMES.2013.6820614
R. Shea, Jiangchuan Liu
Cloud Gaming renders interactive gaming applications remotely in the cloud and streams the scenes back to the local console over the Internet. Virtualization plays a key role in modern cloud computing platforms, allowing multiple users and applications to share a physical machine while maintaining isolation and performance guarantees. Yet the Graphical Processing Unit (GPU), which advanced game engines heavily rely upon, is known to be difficult to virtualize. Recent advances have enabled virtual machines to directly access physical GPUs and exploit their hardware's acceleration. This paper presents a experimental study on the performance of real world gaming applications as well as ray-tracing applications with GPUs. Despite the fact that the VMs are accelerated with dedicated physical GPUs, we find that the gaming applications perform poorly when virtualized, as compared to non-virtualized bare-metal base-line. For example, experiments with the Unigine gaming benchmark run at 85 FPS on our bare-metal hardware, however, when the same benchmark is run within a Xen or KVM based virtual machine the performance drops to less than 51 FPS. In contrast, ray-tracing application fares much better. Our detailed performance analysis using hardware profiling on KVM further reveals the memory bottleneck in the pass through access, particularly for real-time gaming applications.
{"title":"On GPU pass-through performance for cloud gaming: Experiments and analysis","authors":"R. Shea, Jiangchuan Liu","doi":"10.1109/NETGAMES.2013.6820614","DOIUrl":"https://doi.org/10.1109/NETGAMES.2013.6820614","url":null,"abstract":"Cloud Gaming renders interactive gaming applications remotely in the cloud and streams the scenes back to the local console over the Internet. Virtualization plays a key role in modern cloud computing platforms, allowing multiple users and applications to share a physical machine while maintaining isolation and performance guarantees. Yet the Graphical Processing Unit (GPU), which advanced game engines heavily rely upon, is known to be difficult to virtualize. Recent advances have enabled virtual machines to directly access physical GPUs and exploit their hardware's acceleration. This paper presents a experimental study on the performance of real world gaming applications as well as ray-tracing applications with GPUs. Despite the fact that the VMs are accelerated with dedicated physical GPUs, we find that the gaming applications perform poorly when virtualized, as compared to non-virtualized bare-metal base-line. For example, experiments with the Unigine gaming benchmark run at 85 FPS on our bare-metal hardware, however, when the same benchmark is run within a Xen or KVM based virtual machine the performance drops to less than 51 FPS. In contrast, ray-tracing application fares much better. Our detailed performance analysis using hardware profiling on KVM further reveals the memory bottleneck in the pass through access, particularly for real-time gaming applications.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127782442","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-12-09DOI: 10.1109/NETGAMES.2013.6820613
J. Anderson, Jim Martin
Scaling virtual worlds in the age of cloud computing is complicated by the problem of efficiently directing client-server traffic in the face of agile and dynamic compute resources. In this proposed model, Software Defined Networking and compact encoding of avatar data in packet headers are combined to make a fast, scalable, high capacity proxy server that can hide the server infrastructure while fitting well with the IaaS paradigm of modern cloud providers.
{"title":"Towards a system for controlling client-server traffic in virtual worlds using SDN","authors":"J. Anderson, Jim Martin","doi":"10.1109/NETGAMES.2013.6820613","DOIUrl":"https://doi.org/10.1109/NETGAMES.2013.6820613","url":null,"abstract":"Scaling virtual worlds in the age of cloud computing is complicated by the problem of efficiently directing client-server traffic in the face of agile and dynamic compute resources. In this proposed model, Software Defined Networking and compact encoding of avatar data in packet headers are combined to make a fast, scalable, high capacity proxy server that can hide the server infrastructure while fitting well with the IaaS paradigm of modern cloud providers.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"210 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129410485","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}