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2010 9th Annual Workshop on Network and Systems Support for Games最新文献

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A real-world achievement system 现实世界的成就系统
Pub Date : 2010-11-16 DOI: 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.
我们提出了一个获取、维护和交流现实世界成就的系统。这个概念是基于在线娱乐系统,如微软的XBox Live或虚拟世界,如魔兽世界。系统设计的核心是成就定义和个人进步的全球数据库。重点放在跟踪成就相关行动的灵活性和获得成就的即时通知上。我们已经在一个重要的国际会议上测试了我们的系统,并得出结论,我们的方法适合于执行一个真实世界的成就系统。
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引用次数: 0
Artificial Neural Network for bot detection system in MMOGs 基于人工神经网络的mmog机器人检测系统
Pub Date : 2010-11-16 DOI: 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.
作弊是mmog中最大且持续存在的问题之一。作弊频率高的游戏肯定会失去对真正想玩游戏的玩家的吸引力。这就是为什么游戏供应商现在把防止作弊作为首要任务之一的原因。这只是一种作弊方式,但非常有效。有各种方法来防止作弊使用机器人。在本文中,我们研究了人工神经网络(ANN)从人类玩家中检测和识别机器人的潜力。我们首先假设一个bot在游戏玩法中总是以相似的模式行动。与此同时,拥有相似玩法模式的两名玩家却非常罕见。我们的实验结果支持了我们最初的假设,并为未来的研究提供了可能,以获得更好的结果。
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引用次数: 12
Integration of P2P and Clouds to support Massively Multiuser Virtual Environments 集成P2P和云,支持大规模多用户虚拟环境
Pub Date : 2010-11-16 DOI: 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.
大规模多用户虚拟环境(MMVEs)正吸引着来自世界各地的数百万玩家。目前使用的客户机/服务器基础设施和技术的灵活性和可伸缩性已经达到了极限。我们提出了一种结合两种不同范式的技术优势的方法,即P2P网络和云计算。我们的建议利用了已知的P2P技术,如虚拟节点和一致哈希,以及针对不同目的的单独覆盖,例如兴趣和对象管理。我们建议将这些技术与基于云的可信资源的覆盖层中特定角色的定义结合起来。这使得MMVE能够在云和用户资源混合的基础上进行分发。概述的解决方案允许构建键值分布式存储系统,该系统可以在运行时调整大小(弹性),并为MMVE平台提供可伸缩性和负载平衡特性。
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引用次数: 29
A protocol for distributed collision detection 分布式碰撞检测协议
Pub Date : 2010-11-16 DOI: 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.
多人游戏的可扩展性可以通过客户端处理游戏动作来提高。然而,在不可预测但重要的事件(如对象交互)的情况下,一致性成为一个问题。本文提出了一种新的运动锁定协议,用于分布式碰撞检测和解决。运动锁定协议通过给台站时间进行通信并就检测到的碰撞达成一致,提高了运动预测的性能。这减少了分布式对象状态和碰撞后轨迹的分歧。离线和在线模拟结果表明,动作锁定协议在定性和定量上提高了一致性,可以忽略网络影响,并且在玩家控制的响应性方面牺牲最小。我们的设计可以用来隐藏延迟和减少当前多人在线游戏的服务器负载,提高可扩展性和进一步的完全分布式设计。
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引用次数: 5
Progressive cache replacement for massive peer-to-peer WebVR worlds 渐进式缓存替换大规模点对点WebVR世界
Pub Date : 2010-11-16 DOI: 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.
随着近年来WebVR应用的普及,服务器上庞大的3D内容与客户端有限的缓存容量之间存在着巨大的差距。为了减轻服务器的负载,最近提出了基于点对点(P2P)的3D内容分发方法。然而,考虑到客户端的缓存大小有限,如何有效地维护和替换缓存内容成为一个重要问题。在本文中,我们提出了一种渐进式场景替换机制(PSRM)来支持基于p2p的大规模WebVR世界中的交互式演练。首先,我们定义了一个新的度量,称为保存度,基于用户的视觉关注和内容的潜在共享相关性。其次,缓存的对象按照保存程度按升序逐步替换。实验结果表明,PSRM使有限缓存的用户能够以高视觉质量遍历大规模的WebVR世界;而服务器处理的下载请求则大大减少。
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引用次数: 1
A measurement study regarding quality of service and its impact on multiplayer online games 关于服务质量及其对多人在线游戏影响的测量研究
Pub Date : 2010-11-16 DOI: 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.
本文研究了网络参数延迟、延迟抖动和丢包对多人在线游戏结果的影响。我们使用了一种测量方法,允许使用在游戏客户端上运行的人工智能自动化游戏实验,并消除了对人类交互的需求。因此,我们能够使用不同的网络配置执行数千个实验,以系统地调查它们对游戏结果的影响。补充了前人的研究,为统计分析提供了坚实的数据基础。我们推导出概率模型,允许计算得分和获胜概率,并使用我们的测量验证其准确性。因此,我们能够根据网络条件预测理想游戏的结果统计。
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引用次数: 23
Time Management for virtual worlds based on constrained communication model 基于约束通信模型的虚拟世界时间管理
Pub Date : 2010-11-16 DOI: 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.
时间管理(TM)是并行和分布式系统的一个组成部分,它维护系统中事件的时间顺序。在本文中,我们提出了一种分散的TM方法,使用基于虚拟世界固有属性的约束通信模型。该方法采用平面通信模型,一个区域与一组共享边界的区域同步。通过一个简单的仿真模型对其进行了评估,并与非同步和分散的场景进行了比较。仿真结果表明,该方法保持了局部因果约束,减少了网络上的消息通信。与具有多个级别的分层策略相比,它具有更高的可扩展性,并最大限度地减少了更长时间的延迟和复杂性。
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引用次数: 3
Distributed scene graph to enable thousands of interacting users in a virtual environment 分布式场景图,使成千上万的交互用户在一个虚拟环境
Pub Date : 2010-11-16 DOI: 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.
虚拟环境目前被许多应用程序所使用的以模拟器为中心的服务器架构限制为不超过100个交互用户。还有一些潜在的新用途,如涉及数百或数千用户的虚拟音乐会和体育赛事,我们寻求启用这些令人兴奋的新应用程序。我们提出了一种分布式场景图(DSG)架构,该架构可以通过增加硬件来大规模扩展场景复杂性和参与者。用于管理客户端通信的DSG组件的原型实现表明并发用户的数量增加了一个数量级。我们介绍了该组件在DSG架构中的设计、基于开源虚拟环境服务器的原型实现以及我们的实验设置、工作负载和结果。
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引用次数: 42
Interactivity improvement of group synchronization control in collaborative haptic play with building blocks 积木触觉协同游戏中群体同步控制的交互性改进
Pub Date : 2010-11-16 DOI: 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.
提出了一种基于预测的基于积木的协同触觉游戏群体同步控制方案。该方案可调节多端子间的输出时序,保持高交互性。它通过预测比上次接收的位置信息晚一段固定时间的未来位置来输出位置信息。它还将每个本地终端的位置信息输出时间提前了相同的时间。通过实验,我们主观地评价触觉媒体的输出质量,以证明该方案的有效性。
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引用次数: 10
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2010 9th Annual Workshop on Network and Systems Support for Games
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