The Game Trace Archive

Yong Guo, A. Iosup
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引用次数: 49

Abstract

Spurred by the rapid development of the gaming industry and the expansion of Online Meta-Gaming Networks (OMGNs), many gaming studies and measurements have been conducted in recent years. However, few or no traces of games and OMGNs are publicly available to game researchers and practitioners. Moreover, the few traces that are available are shared using diverse formats. This situation is an obstacle in exchanging, studying, and using game traces. To address this problem, we design the Game Trace Archive (GTA) to be a virtual meeting space for the game community. We identify three main requirements to build an archive for game traces, and address them with the GTA. We propose a unified format for game traces, and introduce a number of tools associated with the format. With these tools, we collect, process, and analyze 9 traces of both games and OMGNs. We collect in the GTA traces corresponding to more than 8 million real players and more than 200 million information items, spanning over 14 operational years. We also show that the GTA can be extended to include a variety of real-game trace types. Finally, we discuss possible applications of the GTA in gaming area such as game resource management, Quality of Experience for players, and advertisement.
游戏追踪档案
随着游戏产业的快速发展和在线元游戏网络(Online Meta-Gaming Networks, OMGNs)的扩大,近年来进行了许多游戏研究和测量。然而,游戏研究人员和从业者很少或根本没有公开的游戏和omgn痕迹。此外,少数可用的跟踪使用不同的格式进行共享。这种情况是交流、研究和使用游戏痕迹的障碍。为了解决这个问题,我们设计了游戏追踪档案(GTA)作为游戏社区的虚拟会议空间。我们确定了三个主要的需求,以建立一个存档的游戏痕迹,并解决他们与GTA。我们提出了一个统一的游戏跟踪格式,并介绍了一些与该格式相关的工具。通过这些工具,我们收集、处理和分析游戏和omgn的痕迹。我们在《侠盗猎车手》中收集了超过800万名真实玩家的踪迹和超过2亿项信息,跨越了14年的运营时间。我们还表明GTA可以扩展到包括各种真实游戏跟踪类型。最后,我们讨论了GTA在游戏资源管理、玩家体验质量和广告等游戏领域的可能应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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