生成多人在线游戏基准的合成工作负载

Tonio Triebel, Max Lehn, R. Rehner, B. Guthier, S. Kopf, W. Effelsberg
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引用次数: 10

摘要

我们提出了一种生成现实合成工作负载的方法,用于(大规模)多人在线游戏基础设施的基准测试。现有的技术要么过于简单而不现实,要么过于特定于特定的网络结构,无法用于相互比较不同的网络。工作负载的理想属性是可再现性、现实性和对任意数量玩家的可扩展性。我们通过基于行为树模拟AI玩家的游戏会话来实现这一点。对AI的要求及其参数都是基于16名玩家的真实游戏回合。我们执行了包括原型游戏《Planet PI4》在内的评估平台。采用一种新的度量方法来衡量真实迹线和合成迹线之间的邻域特征相似性。在我们的实验中,我们比较了真实的跟踪文件,由两个移动模型和两个版本的AI播放器生成的工作量。我们发现我们的AI玩家比移动性模型更准确地重现了真实的工作量特征。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Generation of synthetic workloads for multiplayer online gaming benchmarks
We present an approach to the generation of realistic synthetic workloads for use in benchmarking of (massively) multiplayer online gaming infrastructures. Existing techniques are either too simple to be realistic or are too specific to a particular network structure to be used for comparing different networks with each other. Desirable properties of a workload are reproducibility, realism and scalability to any number of players. We achieve this by simulating a gaming session with AI players that are based on behavior trees. The requirements for the AI as well as its parameters are derived from a real gaming session with 16 players. We implemented the evaluation platform including the prototype game Planet PI4. A novel metric is used to measure the similarity between real and synthetic traces with respect to neighborhood characteristics. In our experiments, we compare real trace files, workload generated by two mobility models and two versions of our AI player. We found that our AI players recreate the real workload characteristics more accurately than the mobility models.
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