Game network traffic simulation by a custom bot

T. Alstad, J. Dunkin, Simon Detlor, B. French, Heath Caswell, Zane Ouimet, Y. Khmelevsky, Gaétan Hains
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引用次数: 17

Abstract

Minecraft is a popular video game played worldwide, and is built simply enough to be used for network analysis and research. This paper describes an automated software agent created to simulate player traffic within the game. Realistic network traffic simulation was the goal that inspired the creation of our “Minecraft bot”: an automatic program or bot that could act in similar ways to a real player, and be able to be mass produced to saturate a local area network. This will facilitate network research by allowing users to have a more scalable testing environment and thus enable controlled laboratory experiments that are impossible to set up in live online gaming environments. The basic commands in Minecraft consist of moving, placing and breaking blocks (pieces of environment) and a realistic bot needs to replicate these actions. Another important objective was to have the ability to create hundreds or thousands of bots doing the same actions, to be able to create artificial latency on the network. This paper will go through the entire lifecycle of our project, starting with some information on existing research about the subject, and how it relates to ours. Following that we describe our bot requirements, the work that was done to find a pre-built solution, the solution we ended up using and how it was modified to fit our requirements. We then have a section showing performance experiments we ran, which compared the packet count and traffic volume between players and bots, as well as cpu usage statistics as more connections were made to the server to ensure that our server hardware was not a factor in our network testing. The final section is the conclusion which talks about the outcome of our project in relation to our original goals, and how it will impact future research in this area.
游戏中模拟网络流量的一个自定义机器人
《我的世界》是一款全球流行的视频游戏,它的构建简单到足以用于网络分析和研究。本文描述了一种自动软件代理,用于模拟游戏中的玩家流量。逼真的网络流量模拟是激发我们创造“Minecraft bot”的目标:一个自动程序或bot,可以以类似于真实玩家的方式行动,并且能够大规模生产以饱和局域网。这将通过允许用户拥有一个更可扩展的测试环境来促进网络研究,从而使在实时在线游戏环境中不可能建立的受控实验室实验成为可能。《我的世界》中的基本命令包括移动、放置和打破方块(环境碎片),而现实的bot需要复制这些动作。另一个重要的目标是有能力创建数百或数千个机器人来执行相同的操作,以便能够在网络上创建人工延迟。本文将介绍我们项目的整个生命周期,首先介绍有关该主题的现有研究的一些信息,以及它与我们的研究的关系。接下来,我们将描述我们的bot需求,为找到预构建的解决方案所做的工作,我们最终使用的解决方案以及如何修改它以满足我们的需求。然后,我们有一个部分展示了我们运行的性能实验,它比较了玩家和机器人之间的数据包计数和流量,以及cpu使用统计数据,因为更多的连接到服务器,以确保我们的服务器硬件不是我们网络测试中的一个因素。最后一部分是结论,讨论我们项目的结果与我们最初的目标的关系,以及它将如何影响该领域的未来研究。
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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