DEBS的11大挑战:流、规则还是自定义解决方案?

Lynn Aders, René Buffat, Zaheer Chothia, Matthias Wetter, C. Balkesen, Peter Fischer, Nesime Tatbul
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引用次数: 4

摘要

本文描述了我们如何建模并解决了DEBS的11大挑战,即使用事件处理技术实现社交网络游戏。首先,我们提出了一个基于自动机的模型,用于捕获游戏语义。然后我们总结了我们研究的三种不同的方法来实现这个自动机以及它们的评估。最后,我们提供了我们的观察和经验教训的讨论,作为这项研究的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
DEBS'11 Grand Challenge: Streams, Rules, or a Custom Solution?
This paper describes how we modeled and solved the DEBS’11 Grand Challenge of implementing a social network game using event processing technology. We first present an automaton-based model that we used to capture the game semantics. Then we summarize three different approaches we investigated to implement this automaton together with their evaluations. Finally, we provide a discussion of our observations and lessons learned as a result of this study.
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