Pub Date : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679544
Tonio Triebel, S. Schnaufer, B. Guthier, Hendrik Lemelson, W. Effelsberg
We propose a system for the acquisition, maintenance, and communication of Real-World Achievements. The concept is based on online entertainment systems like Microsoft's XBox Live or virtual worlds like World of Warcraft. The system design is centered around a global database of achievement definitions and individual progress. Focus is put on flexibility to track achievement-related actions and instantaneous notification of obtained achievements. We have tested our system at a major international conference, and conclude that our approach is suitable for implementing a Real World Achievement System.
{"title":"A real-world achievement system","authors":"Tonio Triebel, S. Schnaufer, B. Guthier, Hendrik Lemelson, W. Effelsberg","doi":"10.1109/NETGAMES.2010.5679544","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679544","url":null,"abstract":"We propose a system for the acquisition, maintenance, and communication of Real-World Achievements. The concept is based on online entertainment systems like Microsoft's XBox Live or virtual worlds like World of Warcraft. The system design is centered around a global database of achievement definitions and individual progress. Focus is put on flexibility to track achievement-related actions and instantaneous notification of obtained achievements. We have tested our system at a major international conference, and conclude that our approach is suitable for implementing a Real World Achievement System.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115338257","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 : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679655
Kusno Prasetya, Z. Wu
Cheating is one of the biggest and constant problems in MMOGs. Games with high frequency of cheating will surely lose its appeal to genuine players who want to play the game. This is the reason why game provider these days put cheating prevention as one of the top priorities. Bot is just one way of cheating, but very efficient one. There are various methods to prevent cheating using bot. In this paper, we examine the potential of Artificial Neural Network (ANN) to detect and recognize bot from human players. We start with the assumption that one bot always acts in the similar pattern in gameplay. Meanwhile, it is much more rarer to see 2 players with similar gameplay pattern. The result of our experiment supports our initial hypothesis with the potential for future research in order to get better results.
{"title":"Artificial Neural Network for bot detection system in MMOGs","authors":"Kusno Prasetya, Z. Wu","doi":"10.1109/NETGAMES.2010.5679655","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679655","url":null,"abstract":"Cheating is one of the biggest and constant problems in MMOGs. Games with high frequency of cheating will surely lose its appeal to genuine players who want to play the game. This is the reason why game provider these days put cheating prevention as one of the top priorities. Bot is just one way of cheating, but very efficient one. There are various methods to prevent cheating using bot. In this paper, we examine the potential of Artificial Neural Network (ANN) to detect and recognize bot from human players. We start with the assumption that one bot always acts in the similar pattern in gameplay. Meanwhile, it is much more rarer to see 2 players with similar gameplay pattern. The result of our experiment supports our initial hypothesis with the potential for future research in order to get better results.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122436329","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 : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679660
E. Carlini, M. Coppola, L. Ricci
Massively Multiuser Virtual Environments (MMVEs) are attracting millions of players from all over the world. Currently used Client/Server infrastructures and technologies are reaching their limits of flexibility and scalability. We propose an approach that combines the technological advantages of two different paradigms, namely P2P networking and Cloud Computing. Our proposal leverages known P2P techniques like Virtual Nodes and consistent hashing, as well as separate overlays for different purposes, e.g. interest and object management. We propose combining these techniques with the definition of a specific role in the overlay for Cloud-based, trusted resources. This enables the distribution of the MMVE on top of a mix of Cloud and user resources. The solution outlined allows building key-value distributed storage systems that can resize at run-time (elasticity) and provide scalability and load balancing features to the MMVE platform.
{"title":"Integration of P2P and Clouds to support Massively Multiuser Virtual Environments","authors":"E. Carlini, M. Coppola, L. Ricci","doi":"10.1109/NETGAMES.2010.5679660","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679660","url":null,"abstract":"Massively Multiuser Virtual Environments (MMVEs) are attracting millions of players from all over the world. Currently used Client/Server infrastructures and technologies are reaching their limits of flexibility and scalability. We propose an approach that combines the technological advantages of two different paradigms, namely P2P networking and Cloud Computing. Our proposal leverages known P2P techniques like Virtual Nodes and consistent hashing, as well as separate overlays for different purposes, e.g. interest and object management. We propose combining these techniques with the definition of a specific role in the overlay for Cloud-based, trusted resources. This enables the distribution of the MMVE on top of a mix of Cloud and user resources. The solution outlined allows building key-value distributed storage systems that can resize at run-time (elasticity) and provide scalability and load balancing features to the MMVE platform.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125216397","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 : 2010-11-16DOI: 10.1109/NETGAMES.2010.5680187
T. Chen, Clark Verbrugge
Scalability of multiplayer games can be improved by client-side processing of game actions. Consistency becomes a concern, however, in the case of unpredictable but important events such as object interactions. We propose here a new motion-lock protocol for distributed collision detection and resolution. The motion-lock protocol improves performance of motion prediction by giving stations time to communicate and agree on the detected collisions. This reduces the divergence of distributed object states and post-collision trajectories. Offline and online simulation results show the motion-lock protocol results in qualitative and quantitative improvements to consistency, with negligible network impact and a minimal sacrifice in the responsiveness of player controls. Our design can be used to hide latency and reduce server load in current multiplayer online games, improving scalability and furthering fully distributed designs.
{"title":"A protocol for distributed collision detection","authors":"T. Chen, Clark Verbrugge","doi":"10.1109/NETGAMES.2010.5680187","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5680187","url":null,"abstract":"Scalability of multiplayer games can be improved by client-side processing of game actions. Consistency becomes a concern, however, in the case of unpredictable but important events such as object interactions. We propose here a new motion-lock protocol for distributed collision detection and resolution. The motion-lock protocol improves performance of motion prediction by giving stations time to communicate and agree on the detected collisions. This reduces the divergence of distributed object states and post-collision trajectories. Offline and online simulation results show the motion-lock protocol results in qualitative and quantitative improvements to consistency, with negligible network impact and a minimal sacrifice in the responsiveness of player controls. Our design can be used to hide latency and reduce server load in current multiplayer online games, improving scalability and furthering fully distributed designs.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130405791","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 : 2010-11-16DOI: 10.1109/NETGAMES.2010.5680275
Wei Wang, Jinyuan Jia, Yang Yu, Shun-Yun Hu
As the popularity of WebVR applications rises in recent years, a great disparity exists between the huge 3D content on servers and the limited cache capacity on clients. In order to alleviate server loading, peer-to-peer (P2P)-based 3D content distribution has been proposed recently. However, given the limited cache sizes at clients, how to maintain and replace the cache content effectively becomes an important issue. We present a progressive scene replacement mechanism (PSRM) in this paper to support interactive walkthrough in P2P-based large-scale WebVR worlds. First, we define a new metric called preservation degree, based on both the visual attention paid by the user and the content's potential relevance for sharing. Second, cached objects are replaced progressively with ascending order in terms of their preservation degrees. Experimental results have shown that PSRM enables users with limited cache to walkthrough a large-scale WebVR world with high visual quality; while download requests handled by the servers are reduced significantly.
{"title":"Progressive cache replacement for massive peer-to-peer WebVR worlds","authors":"Wei Wang, Jinyuan Jia, Yang Yu, Shun-Yun Hu","doi":"10.1109/NETGAMES.2010.5680275","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5680275","url":null,"abstract":"As the popularity of WebVR applications rises in recent years, a great disparity exists between the huge 3D content on servers and the limited cache capacity on clients. In order to alleviate server loading, peer-to-peer (P2P)-based 3D content distribution has been proposed recently. However, given the limited cache sizes at clients, how to maintain and replace the cache content effectively becomes an important issue. We present a progressive scene replacement mechanism (PSRM) in this paper to support interactive walkthrough in P2P-based large-scale WebVR worlds. First, we define a new metric called preservation degree, based on both the visual attention paid by the user and the content's potential relevance for sharing. Second, cached objects are replaced progressively with ascending order in terms of their preservation degrees. Experimental results have shown that PSRM enables users with limited cache to walkthrough a large-scale WebVR world with high visual quality; while download requests handled by the servers are reduced significantly.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116475017","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 : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679537
M. Bredel, M. Fidler
In this paper we study the impact of network parameters including delay, delay jitter, and packet loss on the outcome of multiplayer online games. We use a measurement methodology that allows for automating game experiments using an artificial intelligence that runs on the game clients and eliminates the need for human interaction. Thus, we were able to perform thousands of experiments with different network configurations to investigate their influence on the game outcome systematically. Complementary to previous studies, we provide a solid data basis for statistical analysis. We derive probabilistic models that allow for calculating score and win probabilities and verify their accuracy using our measurements. As a result we are able to predict the outcome statistics of an ideal game with respect to network conditions.
{"title":"A measurement study regarding quality of service and its impact on multiplayer online games","authors":"M. Bredel, M. Fidler","doi":"10.1109/NETGAMES.2010.5679537","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679537","url":null,"abstract":"In this paper we study the impact of network parameters including delay, delay jitter, and packet loss on the outcome of multiplayer online games. We use a measurement methodology that allows for automating game experiments using an artificial intelligence that runs on the game clients and eliminates the need for human interaction. Thus, we were able to perform thousands of experiments with different network configurations to investigate their influence on the game outcome systematically. Complementary to previous studies, we provide a solid data basis for statistical analysis. We derive probabilistic models that allow for calculating score and win probabilities and verify their accuracy using our measurements. As a result we are able to predict the outcome statistics of an ideal game with respect to network conditions.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"137 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116725406","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 : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679667
U. Farooq, J. Glauert
Time Management (TM) is an integral part of the parallel and distributed systems that maintains the temporal order of events in a system. In this paper, we present a decentralised TM approach using a constrained communication model based on the inherent properties of virtual worlds. The proposed method uses a flat communication model and a region synchronises itself with a set of regions that share boundaries with it. It is evaluated with the help of a simple simulation model and compared with non-synchronised and decentralised scenarios. The simulation results show that it maintains local causality constraint and reduces communication of messages over the network. It is potentially more scalable and minimises longer delays and complexity compared with hierarchical strategies with multiple levels.
{"title":"Time Management for virtual worlds based on constrained communication model","authors":"U. Farooq, J. Glauert","doi":"10.1109/NETGAMES.2010.5679667","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679667","url":null,"abstract":"Time Management (TM) is an integral part of the parallel and distributed systems that maintains the temporal order of events in a system. In this paper, we present a decentralised TM approach using a constrained communication model based on the inherent properties of virtual worlds. The proposed method uses a flat communication model and a region synchronises itself with a set of regions that share boundaries with it. It is evaluated with the help of a simple simulation model and compared with non-synchronised and decentralised scenarios. The simulation results show that it maintains local causality constraint and reduces communication of messages over the network. It is potentially more scalable and minimises longer delays and complexity compared with hierarchical strategies with multiple levels.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133331458","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 : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679669
Dan Lake, M. Bowman, Huaiyu Liu
Virtual environments are currently limited to no more than a hundred interacting users by the simulator-centric server architectures used for many of these applications. There are some potential new usages such as virtual concerts and sporting events involving hundreds or thousands of users and we seek to enable these exciting new applications. We propose a distributed scene graph (DSG) architecture which enables massive scaling of scene complexity and participants with the addition of hardware. A prototype implementation of the DSG components to manage client communications demonstrates an order of magnitude increase in the number of concurrent users. We present the design of this component within the DSG architecture, prototype implementation based on an open source virtual environment server and our experimental setup, workloads and results.
{"title":"Distributed scene graph to enable thousands of interacting users in a virtual environment","authors":"Dan Lake, M. Bowman, Huaiyu Liu","doi":"10.1109/NETGAMES.2010.5679669","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679669","url":null,"abstract":"Virtual environments are currently limited to no more than a hundred interacting users by the simulator-centric server architectures used for many of these applications. There are some potential new usages such as virtual concerts and sporting events involving hundreds or thousands of users and we seek to enable these exciting new applications. We propose a distributed scene graph (DSG) architecture which enables massive scaling of scene complexity and participants with the addition of hardware. A prototype implementation of the DSG components to manage client communications demonstrates an order of magnitude increase in the number of concurrent users. We present the design of this component within the DSG architecture, prototype implementation based on an open source virtual environment server and our experimental setup, workloads and results.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115371164","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 : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679538
Pingguo Huang, Y. Ishibashi, Norishige Fukushima, S. Sugawara
This paper proposes a group synchronization control scheme with prediction in collaborative haptic play with building blocks. The scheme adjusts the output timing among multiple terminals and keeps the interactivity high. It outputs position information by predicting a future position later than the last-received position information by a fixed amount of time. It also advances the output time of position information at each local terminal by the same amount of time. By experiment, we subjectively assess the output quality of haptic media so as to demonstrate the effectiveness of the scheme.
{"title":"Interactivity improvement of group synchronization control in collaborative haptic play with building blocks","authors":"Pingguo Huang, Y. Ishibashi, Norishige Fukushima, S. Sugawara","doi":"10.1109/NETGAMES.2010.5679538","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679538","url":null,"abstract":"This paper proposes a group synchronization control scheme with prediction in collaborative haptic play with building blocks. The scheme adjusts the output timing among multiple terminals and keeps the interactivity high. It outputs position information by predicting a future position later than the last-received position information by a fixed amount of time. It also advances the output time of position information at each local terminal by the same amount of time. By experiment, we subjectively assess the output quality of haptic media so as to demonstrate the effectiveness of the scheme.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"118 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125393809","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}