A distributed simulation system for training and testing MOBA game programming

Phutthewan Yangyuenyong, Aran Khunarree, Chalemchon Saekoo, Pichaya Tandayya, Thanathip Limma
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Abstract

Multiplayer Online Battle Arena or MOBA is one of the most popular game types at the present. The MOBA games have been developed from Real Time Strategy (RTS) games. The goal of MOBA games is to destroy the enemy main base or to get points by killing the enemy members up to the required number. Players of MOBA games usually practice their game skills by playing with a bot. As creating a bot is difficult and rather complex, therefore this paper proposes an idea to develop a distributed simulation system for training game coding and testing game codes by displaying results in a mini map (2-D map). A MOBA game API is also provided for cooperating with the simulation software and so is software supporting many users for their bot programming. In addition, users can use this software to test their bot codes or to practice bot programming in a unique style launched by their own idea and to see the results from the monitor. The software can also introduce a playing plan from the code that the user has already programmed.
一个用于训练和测试MOBA游戏编程的分布式仿真系统
多人在线竞技游戏(MOBA)是目前最流行的游戏类型之一。MOBA游戏是从即时战略(RTS)游戏发展而来的。MOBA游戏的目标是摧毁敌人的主要基地,或者通过杀死一定数量的敌人来获得积分。MOBA游戏的玩家通常通过与bot一起游戏来练习他们的游戏技能。由于机器人的创建难度较大且较为复杂,因此本文提出了一种开发分布式仿真系统的想法,通过在小地图(二维地图)中显示结果来训练游戏编码和测试游戏代码。还提供了MOBA游戏API,用于与模拟软件协作,以及支持许多用户进行机器人编程的软件。此外,用户可以使用该软件测试自己的机器人代码,或者以自己的想法发起的独特风格练习机器人编程,并从监视器上看到结果。该软件还可以从用户已经编写的代码中引入播放计划。
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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