{"title":"PlayerRating: A reputation system for multiplayer online games","authors":"E. Kaiser, Wu-chang Feng","doi":"10.1109/NETGAMES.2009.5446231","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446231","url":null,"abstract":"In multiplayer online games, players interact with each other using aliases which unfortunately enable antisocial behavior. Vague rules and limited policing mean that only the very worst offenders are ever disciplined. This paper presents PlayerRating, a distributed reputation system specifically designed for online games. It leverages the prior experiences of a player's peers to determine the reputability of all other peers, allowing well-behaved players to safely congregate and avoid interaction with antisocial peers. The system has been implemented as an interface add-on for the game World of Warcraft and is evaluated theoretically and experimentally.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121962682","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Peer-to-peer support for low-latency Massively Multiplayer Online Games in the cloud","authors":"Richard Süselbeck, Gregor Schiele, C. Becker","doi":"10.1109/NETGAMES.2009.5446229","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446229","url":null,"abstract":"Cloud gaming has recently been proposed as an alternative to traditional video game distribution. With this approach, the entire game is stored, run and rendered on a remote server. Player input is forwarded to the server via the Internet and the game's output is returned as a video stream. This adds network delay, which can negatively impact the gameplay. The delay is acceptable as long as the user is located geographically close to the cloud servers. However, for Massively Multiplayer Online Games (MMOGs), this delay is added on top of the existing delay between MMOG client and server. As MMOGs are highly delay-sensitive, this can significantly degrade their playability. To deal with this issue, we propose to use peer-to-peer techniques to distribute the MMOG server functionality and place it at the cloud server centers. This allows us to reduce the additional delay introduced by running the MMOG clients in the cloud.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130429936","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Raphael Zender, U. Lucke, Dennis Maciuszek, A. Martens
{"title":"Interconnection of game worlds and physical environments in educational settings","authors":"Raphael Zender, U. Lucke, Dennis Maciuszek, A. Martens","doi":"10.1109/NETGAMES.2009.5446223","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446223","url":null,"abstract":"This article describes the use of a service-oriented architecture to bridge the gap between different environments in the context of game-based learning. This is verified by a combination of face-to-face scenarios with online tools and virtual worlds. Results of a prototypical evaluation are stated to verify the validity of the approach. Furthermore, the applications and possible extensions of the developed system are discussed.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"167 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126696071","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Avatar movement in World of Warcraft battlegrounds","authors":"John L. Miller, J. Crowcroft","doi":"10.1109/NETGAMES.2009.5446226","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446226","url":null,"abstract":"Evaluating DVE topology management and message propagation schemes requires avatar movement models. Most models are based on reasoned assumptions rather than measured data, potentially biasing evaluation. We measured player movement in World of Warcraft battlegrounds, and compared our observations against common assumptions about player avatar movement and navigation. We found that when modeling a highly interactive DVE such as a battleground, a waypoint model is not sufficient to describe most avatar movement. We were surprised to find that despite game incentives for grouping, the majority of avatar movement between objectives is individual, not grouped. Finally, we found that a hotspot-based model for avatar movement is consistent with our traces.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129409530","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Hack, Slash, and Chat: A study of players' behavior and communication in MMORPGs","authors":"M. Sužnjević, O. Dobrijevic, M. Matijasevic","doi":"10.1109/NETGAMES.2009.5446235","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446235","url":null,"abstract":"This paper presents an analysis of player behavior in a Massively Multiplayer Online Role-Playing Game (MMORPG). We examine player behavior in terms of when, how much, and what they do in the virtual world. Player behavior is described through previously defined action categories for MMORPGs (Trading, Questing, Dungeons, Raiding, and Player versus Player (PvP) Combat) with addition of a new category for text and voice communication within a session. We conduct a player survey and perform measurements on the client side for a group of 104 players of a popular MMORPG - World of Warcraft (WoW), and discover that there are significant patterns in player behavior. Additionally we examine the importance of both voice and textual (chat) communication in MMORPGs, and note that communication makes a significant portion of average player's playtime and that voice communication is used by a large portion of players. We believe that the results of this study may be used for improving the existing and design of new MMORPGs (e.g., building better load balancing algorithms, addition of content that is more interesting for players) with more emphasis on both old and new communication aspects of the game (e.g., inbuilt voice clients, new ways of connecting the players). This work also serves as a starting point for better insight into networking requirements for such applications, which may be useful for service and network providers.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131661883","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Transparency analysis and haptic synchronization for transparency of force-reflecting teleoperation","authors":"Seokhee Lee, Y. Ishibashi, JongWon Kim","doi":"10.1109/NETGAMES.2009.5446234","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446234","url":null,"abstract":"In this paper, we carry out a transparency analysis and propose a haptic synchronization scheme for force-reflecting teleoperations such as a telerobotic game over time-varying network delays. The transparency analysis quantifies the force feedback distortion caused by network delay and packet loss, and predicts the maximally allowable delay and loss for predefined transparency requirements. In order to minimize the force feedback distortion over time-varying network delays, the proposed haptic synchronization scheme controls the playout times of the transmitted haptic events based on the transparency analysis.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132587670","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Tomas Hildebrandt, Sonja Bergsträsser, Christoph Rensing, R. Steinmetz
{"title":"Capturing and storing profile information for gamers playing multiplayer online games","authors":"Tomas Hildebrandt, Sonja Bergsträsser, Christoph Rensing, R. Steinmetz","doi":"10.1109/NETGAMES.2009.5446222","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446222","url":null,"abstract":"This paper presents methods for capturing and storing gaming related context information into online gamer created profiles. Captured information may not be manipulated while being processed and stored within user created profiles and therefore is reliable. We propose a concept of client side capturing of profile information within the working environment of a gamer playing online games and a profile server storing generic community-extendable gaming profile data models that can be individualized. This addresses the creative power of gaming communities and faces the challenge to define machine processable data structures that can be updated with context information. A gamer created profile, enriched with detailed usage and reliable context information, improves the expressiveness and keeps it more up-to-date.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123478319","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"On prophesying online gamer departure","authors":"Pin-Yun Tarng, Kuan-Ta Chen, Polly Huang","doi":"10.1109/NETGAMES.2009.5446225","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446225","url":null,"abstract":"The ability to predict a gamer's departure is coveted by the MMORPG industry as it allows the game operators to target their resources on keeping subscribers motivated and to benefit from these loyal customers, not only financially, but also in terms of the improvement of current games and the design of future ones. To this end, we hope that our scheme will prove helpful to operators, as well as gamers who may enjoy a better gaming environment because of it.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124657966","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}