Combat state-aware interest management for online games: demo

Jing-Yi Wang, Kaiwen Zhang, H. Jacobsen
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引用次数: 2

Abstract

Massively multiplayer online role-playing games (MMORPGs) allow thousands of players to interact with each other in a large-scale virtual environment. Interest management is an important technique used to raise the scalability of a game by limiting the amount of information transmitted to the players according to their relevance. In this paper, we focus on the problem of performing interest management during combats, which are highly interactive and fast-paced events. We have developed a combat state-aware interest management (CSAIM) system which can dynamically adjust update rates based on the current game context, thereby maximizing the utility in the trade-off between consistency and performance. We have implemented CSAIM in MMOnkey, our MMORPG research framework. Our interactive demo client visualizes the interest area adjusted based on players' actions.
基于状态感知的网络游戏利益管理:演示
大型多人在线角色扮演游戏(mmorpg)允许数千名玩家在大型虚拟环境中相互互动。兴趣管理是一种重要的技术,可以根据玩家的相关性限制传递给他们的信息量,从而提高游戏的可扩展性。在本文中,我们重点研究了在高交互性和快节奏事件中进行兴趣管理的问题。我们已经开发了一个战斗状态感知兴趣管理(CSAIM)系统,它可以根据当前游戏环境动态调整更新速率,从而最大化一致性和性能之间的权衡效用。我们在MMORPG研究框架MMOnkey中实现了CSAIM。我们的交互式演示客户端根据玩家的动作将兴趣区域可视化。
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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