RTSenv: An experimental environment for real-time strategy games

S. Shen, O. Visser, A. Iosup
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引用次数: 7

Abstract

Today, Real-Time Strategy (RTS) games entertain tens of millions of players world-wide. This growing population expects new game designs and more scalable games every year. However, few tools and environments exist for game designers and implementers; of these, even fewer are available to researchers and game communities. In this work, we introduce RTSenv, an environment and associated set of tools for RTS games. Our environment can configure and manage the main aspects of RTS games, such as maps, computer-controlled units, and game scenarios. RTSenv leverages multi-cluster systems and reactive fault tolerance mechanisms to perform robust, multi-machine, and multi-instance game experiments. Using our reference implementation of RTSenv in DAS-4, a real multi-cluster system, and Amazon EC2, a commercial cloud, we show that our approach can be used in a variety of scenarios. Our results give evidence that several common assumptions made by researchers about game workloads do not hold in general for RTS games and thus warrant a more detailed investigation.
RTSenv:即时策略游戏的实验环境
如今,即时战略游戏(RTS)在全球吸引了数千万玩家。这一不断增长的人群每年都期待着新的游戏设计和更具可扩展性的游戏。然而,很少有工具和环境适合游戏设计师和实施者;其中,可供研究人员和游戏社区使用的就更少了。在本文中,我们将介绍RTS游戏的环境和相关工具集RTSenv。我们的环境可以配置和管理RTS游戏的主要方面,如地图、计算机控制的单位和游戏场景。RTSenv利用多集群系统和反应性容错机制来执行健壮的、多机器和多实例的游戏实验。通过在DAS-4(一个真正的多集群系统)和Amazon EC2(一个商业云)中使用RTSenv的参考实现,我们展示了我们的方法可以在各种场景中使用。我们的研究结果证明,研究人员关于游戏工作量的一些常见假设并不适用于RTS游戏,因此有必要进行更详细的调查。
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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