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Towards Understanding the Evolution of Wars in Virtual and Real Worlds

机译:理解虚拟世界和现实世界中战争的演变

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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.
机译:新兴的大型多人在线实时战略游戏需要复杂的游戏服务器架构,才能传输由许多玩家生成的大量单位的状态信息。基于玩家行为的准确表征,网络流量仿真支持此体系结构设计。然而,尚未研究RTS游戏中玩家行为的这些特征,因此,这是本文的主要动机。特别是,我们介绍了一种可以基于非侵入式测量来确定实时策略游戏会话中战时的方法,因此可以分析大量游戏。本文还提出了一些比较现实世界和游戏世界的早期结果。

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