Abstract :
In this paper, an approach for modelling and analysis of massively multiplayer online games (MMOGs) is proposed. By using our models, based on Markov process and queuing theory, we can investigate the impact of various factors, such as game types, the number of players, the intensity of players or NCPs interaction, the number of regions in a game world, avatar region-transition rate, and network configuration, on the system performance. A number of resource-cost functions are defined, which map the system resource consumed to the cost during a game play. We choose the federated peer-to-peer architecture as a target for this study, since it is a typical and potential architecture proposed recently and attracting more attention.
Keywords :
Markov processes; avatars; computer games; groupware; peer-to-peer computing; queueing theory; Markov process; avatar region-transition rate; federated peer-to-peer architecture; game type; massively multiplayer online games; network configuration; player intensity; player number; queuing theory; resource-cost analysis; resource-cost functions; Automatic control; Avatars; Costs; Game theory; Information analysis; Peer to peer computing; Performance analysis; Queueing analysis; System performance; Weapons; MMOGs; Markov Process; Modelling;