• 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