《魔兽世界》战场中的角色移动

John L. Miller, J. Crowcroft
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引用次数: 60

摘要

评估虚拟机拓扑管理和消息传播方案需要虚拟角色移动模型。大多数模型都是基于合理的假设,而不是实测数据,这可能会使评估产生偏差。我们测量了玩家在《魔兽世界》战场中的移动,并将我们的观察结果与关于玩家角色移动和导航的常见假设进行了比较。我们发现,当建模一个高度互动的虚拟现实(如战场)时,一个航路点模型不足以描述大多数角色的运动。我们惊讶地发现,尽管游戏鼓励玩家进行分组,但大多数角色在目标之间的移动都是独立的,而不是分组的。最后,我们发现基于热点的虚拟角色运动模型与我们的轨迹是一致的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Avatar movement in World of Warcraft battlegrounds
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.
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