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2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)最新文献

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Mobile game recommendation using touch gestures 使用触摸手势的手机游戏推荐
Pub Date : 2013-12-09 DOI: 10.1109/NETGAMES.2013.6820609
Hao-Tsung Yang, De-Yu Chen, Yaohua Hong, Kuan-Ta Chen
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.
如今,任何互联网用户都可以在手机应用市场上找到并下载超过10万款游戏;然而,如何在不花太多时间进行选拔的情况下从大量游戏中挑选出最好的游戏是非常具有挑战性的。当玩家想要搜索具有特定玩法的游戏,或者他可能想要找到所有适合他祖父母的慢节奏游戏时,用于发现新游戏的常见排名列表和社交推荐方法并不适用。目前还没有可行的方法来做到这一点,因为这些需求不能在适当的文本搜索查询中表述出来。在本文中,我们提出了一种方案,可以根据玩家在玩游戏时的触摸手势来发现具有相似玩法的手机游戏。我们从5种类型中选择了22款手机游戏,并记录了5名受试者的94个触摸手势轨迹。评估结果表明:1)不同受试者的触摸手势的关键特征保持一致,可以作为游戏玩法的鲁棒特征;2)我们的方案可以基于触摸手势给出相当准确的同类游戏推荐。
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引用次数: 4
Surgical strike: A novel approach to minimize collateral damage to game BOT detection 外科手术打击:一种新颖的方法,以尽量减少附带损害的游戏BOT检测
Pub Date : 2013-12-09 DOI: 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.
最近,在网络游戏中,金农集团(gfg)的真钱交易(RMT)有所增加。特别是,在大型多人在线角色扮演游戏(mmorpg)中,gfg非法收集和分发虚拟商品,并将其出售以换取真钱。以往的GFG检测方法侧重于用户的行为分析,但只能检测到淘金者,而不能检测到整个GFG。在本研究中,我们关注游戏中的虚拟经济,追踪金农形成的异常贸易网络。我们在现实游戏《AION》(第三大MMORPG)中评估了这种方法。因此,我们不仅可以检测到金农的特征,还可以检测到金农的整个网络结构。
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引用次数: 20
Koekepan: Minecraft as a research platform Koekepan:我的世界是一个研究平台
Pub Date : 2013-12-09 DOI: 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.
大规模多用户虚拟环境(MMVE)研究通常使用在仿真环境中获得的轨迹进行评估。使用商业上成功的MMVE(如Minecraft)获得的评估结果可以帮助工业界考虑采用新发布的MMVE技术或替代架构。在本文中,我们介绍了我们正在进行的工作,以扩展Minecraft成为一个研究平台。通过在不同的层和功能区域上修改Minecraft,我们演示了如何将Minecraft的单一服务器/客户端架构重新配置为分布式服务器/客户端架构或点对点架构。这是在不修改Minecraft客户端和最小的服务器修改的情况下实现的。
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引用次数: 4
Dynamic local lag control for sound synchronization in joint musical performance 联合音乐表演中声音同步的动态局部滞后控制
Pub Date : 2013-12-09 DOI: 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.
在本文中,我们提出了动态本地延迟控制,根据网络延迟动态改变本地延迟,用于多用户通过网络一起演奏乐器的联合音乐表演的声音同步。通过对网络化触觉鼓系统联合音乐表演的QoE(体验质量)评价,验证了动态局部滞后控制的有效性。
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引用次数: 4
I know what the BOTs did yesterday: Full action sequence analysis using Naïve Bayesian algorithm 我知道bot昨天做了什么:使用Naïve贝叶斯算法进行全动作序列分析
Pub Date : 2013-12-09 DOI: 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。
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引用次数: 11
Network performance measurement framework for real-time multiplayer mobile games 实时多人移动游戏的网络性能测量框架
Pub Date : 2013-12-09 DOI: 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.
玩家对即时多人手机游戏的满意度与通信网络的性能相关。网络是这类游戏中最具活力的组成部分;在实现实时响应所需的边界时,拥塞和信道丢失是显著的。如果信息不能及时传递,游戏开发者就必须使用预测技术来维持游戏体验。在有利的网络条件下,需要更多带宽和/或处理的游戏玩法的额外复杂性是可能的。在本文中,我们提供了一个轻量级的嵌入式测量框架,可以在游戏会话中获得帧速率、单向延迟和帧持续时间。游戏设计师可以使用捕获的数据来调整游戏复杂性和管理预测算法参数。游戏设计师使用这些预测算法来维持实时情况的近似值,尽管网络传输存在延迟。我们最初的测试结果表明,我们能够有效地获得必要的信息,并注意到在我们的案例研究中部署的游戏偶尔会经历较大的延迟。
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引用次数: 4
On preventing Sequence Breaking in video games 防止电子游戏中的序列中断
Pub Date : 2013-12-09 DOI: 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.
序列破坏存在于电子游戏中,即玩家能够进入本不应该进入的游戏部分。在这种情况下,游戏的故事情节就会被打乱。也就是说,预定义的有效事件序列集(事件是推动游戏故事发展的不可中断的功能单元)没有得到尊重。我们假设序列破坏通常是通过绕过地理障碍、欺骗和代表玩家的误解而出现的。在这里,我们总结了一种在用例图的帮助下在运行时防止序列中断的方法。
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引用次数: 1
The impact of user, system, and context factors on gaming QoE: A case study involving MMORPGs 用户、系统和环境因素对游戏QoE的影响:以mmorpg为例
Pub Date : 2013-12-09 DOI: 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.
在本文中,我们提出了一项评估大型多人在线角色扮演游戏中玩家体验质量(QoE)的研究。我们考虑了不同的影响因素对玩家QoE的影响,即系统因素(延迟、丢包、抖动和帧率)、用户技能(就游戏体验而言)和环境(就动作类别和社交环境而言)。除了获得表明整体质量质量的主观分数外,我们还处理了总体质量质量与以下玩家主观感知的质量特征之间的相关性:沉浸感、互动性和流动性。对55名玩《魔兽世界》(5.3版)的参与者进行的实验室测试结果显示,玩家技能和社交环境会影响用户的主观评价分数。此外,抖动和丢包会显著降低QoE,而延迟没有强烈的影响。
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引用次数: 26
On GPU pass-through performance for cloud gaming: Experiments and analysis 关于云游戏的GPU直通性能:实验和分析
Pub Date : 2013-12-09 DOI: 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.
云游戏在云中远程呈现交互式游戏应用程序,并通过互联网将场景流传回本地控制台。虚拟化在现代云计算平台中扮演着关键角色,它允许多个用户和应用程序共享一台物理机器,同时保持隔离和性能保证。然而,高级游戏引擎严重依赖的图形处理单元(GPU)是很难虚拟化的。最近的进展使虚拟机能够直接访问物理gpu并利用其硬件的加速。本文对现实世界的游戏应用程序以及使用gpu的光线追踪应用程序的性能进行了实验研究。尽管虚拟机使用专用物理gpu进行加速,但我们发现,与非虚拟化裸机基线相比,虚拟机时的游戏应用程序表现不佳。例如,Unigine游戏基准测试在裸机硬件上以85 FPS运行,然而,当相同的基准测试在基于Xen或KVM的虚拟机上运行时,性能下降到51 FPS以下。相比之下,光线追踪应用的表现要好得多。我们在KVM上使用硬件分析进行了详细的性能分析,进一步揭示了直通访问中的内存瓶颈,特别是对于实时游戏应用程序。
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引用次数: 25
Towards a system for controlling client-server traffic in virtual worlds using SDN 迈向一个使用SDN控制虚拟世界中客户端-服务器通信的系统
Pub Date : 2013-12-09 DOI: 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.
面对敏捷和动态的计算资源,如何有效地引导客户机-服务器流量,使得在云计算时代扩展虚拟世界变得复杂。在这个模型中,软件定义网络和包头中头像数据的紧凑编码相结合,形成了一个快速、可扩展、高容量的代理服务器,它可以隐藏服务器基础设施,同时很好地适应现代云提供商的IaaS范式。
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引用次数: 2
期刊
2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)
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