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A Method for Fast Leaderboard Calculations in Massive Online Game-Based Environments

机译:基于大规模在线游戏环境的快速排行榜计算方法

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Leaderboards and other game elements are present in many online environments, not just in videogames. When such environments have relatively few users, the implementation of those leaderboards is not usually a problem; however, that is no longer the case when they have dozens of thousands or more. For those situations we propose a method that is easy and cheap to implement. It is based on two particular data structures, a Self-Balanced Ordering Statistic Tree and a hash table, to perform proper leaderboard calculations in a fast and cheap way. More specifically, our proposal has O(log_2N) time complexity, whereas other approaches also based on in-memory data structures like linked lists have O(N), and others based on Hard Disk Drive operations like a relational database have O(Nlog_2N). Such improvement with regard to the other approaches is corroborated with experimental results for several scenarios, also presented in this paper.
机译:排行榜和其他游戏元素存在于许多在线环境中,而不仅仅是视频游戏。当此类环境的用户相对较少时,这些排行榜的实施通常就不成问题;但是,当他们拥有成千上万或更多时,情况就不再如此。对于这些情况,我们提出了一种易于实现且廉价的方法。它基于两个特殊的数据结构,即自平衡排序统计树和哈希表,以快速,廉价的方式执行适当的排行榜计算。更具体地说,我们的建议具有O(log_2N)的时间复杂度,而其他基于内存数据结构的方法(如链表)也具有O(N),而其他基于硬盘驱动器操作的方法(如关系数据库)则具有O(Nlog_2N) 。本文还介绍了针对几种方案的实验结果,证实了相对于其他方法的这种改进。

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