网络游戏的随机玩家模型

Y. Khmelevsky, H. Mahasneh, Gaétan Hains
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引用次数: 6

摘要

网络游戏是玩家在虚拟环境中挑战的互动竞赛。由WTFast开发的“玩家专用网络(GPN®)”是一个游戏网络,提供客户端/服务器解决方案,使在线游戏在广域网下更快。“响应时间、低延迟和可预测性是GPN®成功的关键特征”[1]。为了分析实验,我们使用随机模型来调查延迟,抖动和其他延迟行为在客户端和游戏服务器之间传递数据包。我们之前的分析工作使用了简单的统计数据和一些延迟时间序列的马尔可夫模型[1]。他们为我们提供了在GPN®或非GPN®设置中游戏参数与延迟之间相互作用的黑箱指示。在本文中,我们描述了一个更高级的随机模型,将系统(客户端、网络、服务器)中的内部随机效应与其延迟时间序列联系起来。这种数学描述曾被应用于生物实验中的生物电信号处理,这是对游戏网络的一个令人愉快但又现实的比喻,其中玩家的反射是一个关键因素。这是朝着合理、量化和面向服务的最小化/稳定GPN®延迟迈出的又一小步。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A stochastic gamer's model for on-line games
Online games are interactive competitions by players who challenge in a virtual environment. “Gamers Private Network (GPN®)”, developed by WTFast is a game network that provides client/server solutions to makes online games faster despite wide-area networks. “Response time, low latency and predictability are key features to GPN® success” [1]. To analyze the experiments we use stochastic models to investigate latencies, jittering and other delay behaviours in delivering packets between clients and game servers. Our previous analytical work used simple statistics and some Markov-models of the latency time-series [1]. They gave us black-box indications on the interaction between game parameters and latency in GPN® or non-GPN® setups. In this research paper we describe a more advanced stochastic model to connect internal random effects in the system (client, network, server) to its latency time-series. The mathematical description has previously been applied to bioelectrical signal processing in biological experiments, a happy but also realistic metaphor for game networks where players' reflexes are a key ingredient. This is another small step towards rational, quantified and service-oriented minimization/stabilization of GPN® latency.
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