DocumentCode
1677074
Title
Towards Understanding the Evolution of Wars in Virtual and Real Worlds
Author
Szabó, Géza ; Veres, András ; Molnár, Sándor
Author_Institution
TrafficLab, Ericsson Res., Budapest, Hungary
fYear
2009
Firstpage
153
Lastpage
158
Abstract
Emerging massively multiplayer online real time strategy games require complex game server architecture to make the transmission of the state information of a huge number of units generated by a lot of players feasible. This architecture design is supported by network traffic simulations based on the accurate characterization of player behavior. However, these characteristics of player behavior in RTS games have not been investigated yet, thus, this is the main motivation of this paper. In particular, we introduce a method that can identify the war periods in real-time strategy game sessions based on non-intrusive measurements thus, it is possible to analyze a vast number of game plays. The paper also presents some early results comparing the real and gaming worlds.
Keywords
client-server systems; computer games; real-time systems; virtual reality; complex game server architecture; multiplayer online real time strategy games; network traffic simulation; nonintrusive measurement; virtual war evolution; war period identification; Economics; Electronic mail; High-speed networks; Informatics; Laboratories; Network servers; Real time systems; Statistics; Telecommunication traffic; Traffic control; architecture design; real-time strategy games; traffic modeling;
fLanguage
English
Publisher
ieee
Conference_Titel
Systems and Networks Communications, 2009. ICSNC '09. Fourth International Conference on
Conference_Location
Porto
Print_ISBN
978-1-4244-4772-5
Electronic_ISBN
978-0-7695-3775-7
Type
conf
DOI
10.1109/ICSNC.2009.72
Filename
5279366
Link To Document