Workload characterization in multiplayer online games

被引:0
|
作者
Morillo, Pedro
Orduna, Juan Manuel
Fernandez, Marcos
机构
[1] Univ Valencia, Dept Informat, E-46100 Valencia, Spain
[2] Univ Valencia, Inst Robot, Valencia 46980, Spain
关键词
D O I
暂无
中图分类号
TP301 [理论、方法];
学科分类号
081202 ;
摘要
In recent years, distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Although the workload generated by avatars in a DVE system has already been characterized, the special features of multiplayer online games make these applications to require a particular workload characterization. This paper presents the workload characterization of multiplayer online games. This characterization is based on real traces, and it shows that the movement patterns of avatars used to develop optimization techniques for DVE systems can be extrapolated to First Person Shooting networked games. However, the workload that each avatar adds to the game server is higher than the one proposed in the literature.
引用
收藏
页码:490 / 499
页数:10
相关论文
共 50 条
  • [31] Commitment to multiplayer online games: An investment model approach
    Uysal, Ahmet
    COMPUTERS IN HUMAN BEHAVIOR, 2016, 61 : 357 - 363
  • [32] Visual Exploration of Virtual Lives in Multiplayer Online Games
    Liu, Zhiqi
    Shen, Yandi
    Lu, Junhua
    Kong, Dingke
    Chen, Yinyin
    He, Jingxuan
    Liu, Shu
    Qi, Ye
    Chen, Wei
    E-LEARNING AND GAMES, 2016, 9654 : 3 - 14
  • [33] QuickSkill: Novice Skill Estimation in Online Multiplayer Games
    Zhang, Chaoyun
    Wang, Kai
    Chen, Hao
    Fan, Ge
    Li, Yingjie
    Wu, Lifang
    Zheng, Bingchao
    PROCEEDINGS OF THE 31ST ACM INTERNATIONAL CONFERENCE ON INFORMATION AND KNOWLEDGE MANAGEMENT, CIKM 2022, 2022, : 3644 - 3653
  • [34] The effects of network loads and latency in multiplayer online games
    Kim, Jin Ryong
    Park, Il Kyu
    Shim, Kwang Hyun
    ENTERTAINMENT COMPUTING - ICEC 2007, 2007, 4740 : 427 - +
  • [35] Effects of conflicts on outcomes: The case of multiplayer online games
    Shin, So-Jung
    Jeong, Dahye
    Park, Eunil
    ENTERTAINMENT COMPUTING, 2021, 38
  • [36] The acquisition of skill and expertise in massively multiplayer online games
    Schrader, P. G.
    McCreery, Michael
    ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2008, 56 (5-6): : 557 - 574
  • [37] A load balancing scheme for massively multiplayer online games
    Carlos Eduardo Benevides Bezerra
    Cláudio Fernando Resin Geyer
    Multimedia Tools and Applications, 2009, 45 : 263 - 289
  • [38] Exploring Group Cohesion in Massively Multiplayer Online Games
    Voulgari, Iro
    Komis, Vasilis
    PROCEEDINGS OF THE 9TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2015), 2015, : 564 - 569
  • [39] Immersive voice communication for massively multiplayer online games
    Jehn-Ruey Jiang
    Jih-Wei Wu
    Chi-Wen Fan
    Jie-Yi Wu
    Peer-to-Peer Networking and Applications, 2016, 9 : 54 - 66
  • [40] Designing multiplayer educational games with online generic shells
    Sauve, Louise
    PROCEEDINGS OF THE EUROPEAN CONFERENCE ON GAMES-BASED LEARNIN G, 2007, : 243 - 250