752 research outputs found

    A Network-Agnostic and Cheat-Resistant Framework for Multiplayer Online Games

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    "Video games are kids' stuff" may be still in the minds of many people. But the video games industry is far beyond its infancy and has already grown into a multi-billion dollar business. The NPD Group reports that in 2007 the revenues generated in the U.S. with video game soft- and hardware for consoles and personal computers reached a total of 18.8 billion dollars, a 40 percent increase over 2006. According to PricewaterhouseCoopers, the global sales will even surpass those of the music industry within the next years. With the success of the Internet, online games are a constantly increasing part of these sales. According to DFC Intelligence, the worldwide online game market will grow to over 13 billion dollars in 2011. The probably most successful online game genre today is that of the so-called Massively Multiplayer Online Games (MMOGs). This kind of games provides vast virtual worlds, where thousands of players can meet and interact simultaneously. Most of these worlds are persistent, i.e. they may be online for years. They are hosted on Internet servers which are online 24/7 and players can join and leave the game whenever they like to. The persistence of the game world allows for long-term development of virtual avatars with individual characteristics and possessions. The leader of the MMOG market today is Blizzard Entertainment with the title World of Warcraft. In the beginning of 2008, World of Warcraft had 10 million subscribers (each paying up to 15 dollars per month) and a market share of 62 percent. Developing todays video games is a complex and cost-intensive task and multiplayer online functionality has a significant share in this. In 2008, the first video game hit the 100 million dollar mark for development costs. In addition to that, publishers of online games need to provide the necessary services to allow their customers to play the game over the Internet. Traditionally, most online games and nearly all MMOGs are built relying on the Client/Server architecture. The client software runs on the player's computers and shows only an audio-visual representation of the game world. It accepts commands issued by the player and transmits them to the server. Processing the commands and managing the state of the game is completely done on the server-side. Thus, to be able to handle hundreds or thousands of players simultaneously, large amounts of computing power and network bandwidth are required. Additionally, the service requires a large staff for server maintenance, software updates, billing and customer services. The provision of the World of Warcraft service did cost about 200 million dollars since its launch in November 2004. In addition to the effort of maintaining a multiplayer online game service after its launch there arises another challenge: keeping the game free of cheaters. A cheater may be defined as a user that performs an action that gives an advantage over his opponents that is considered unfair by the game developer. One must be aware that cheating is a major concern in multiplayer games as it seriously affects the game experience of honest players. Especially for subscription-based online games this is fatal, since customers will cancel their subscriptions if the experience doesn't meet their expectations. Game publishers usually do not hesitate to close the accounts of players that they believe to have cheated. For example, in 2006 Blizzard Entertainment announced in their forums that they have banned 59,000 players from World of Warcraft within a single month

    A framework of branched storytelling and matchmaking in multiplayer games

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    Computer video games are frequently known for either their single-player or multiplayer experiences. In single-player games the story is exceptionally well written. The interaction against other humans in multiplayer games is the strong point in online games. This dissertation introduces a generic framework aimed at the full game development pipeline, from designers to engineers, to aid the creation of multiplayer campaign stories by providing core components essential to any singleplayer game. With the framework, we propose a custom matchmaking system to intertwine individual stories and a tool for designers to create, manage and share their work. The framework was validated in a case study and tested in a controlled environment. The matchmaking system was subject to simulations and compared with existing systems. The framework and managing tool results are positive, and our proposed matchmaking system shows close efficiency results but distinguishes itself in terms of matching qualityOs jogos de computador são geralmente conhecidos pelas suas experiências de jogo individuais ou multijogador. Nos jogos de um jogador apenas, a história tende a ser excepcionalmente bem escrita. Em contrapartida, o ponto forte dos jogos online é a interacção entre humanos. A solução para a ligação destes dois tipos de jogos é inexistente. Esta dissertação introduz uma estrutura que pode ser usada em toda a fase de desenvolvimento do jogo, desde os desginers aos engenheiros, e que ajuda a criação de campanhas multijogador ao apresentar vários componentes indispensáveis à criação de um jogo com boa história. Com a nossa estrutura, propomos também um sistema de matchmaking capaz de cruzar as diferentes histórias individuais e uma ferramenta para os designers poderem criar, gerir e partilhar o seu trabalho. A estrutura foi validada com um caso de estudo e testada num ambiente controlado. O sistema de matchmaking foi sujeito a diversas simulações e comparado com sistemas usados atualmente. A estrutura e a ferramenta de gestão tiveram resultados positivos, e o sistema de matchmaking equiparou-se com as soluções atuais mas distingue-se pela qualidade do match

    Proactive cloud management for highly heterogeneous multi-cloud infrastructures

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    Various literature studies demonstrated that the cloud computing paradigm can help to improve availability and performance of applications subject to the problem of software anomalies. Indeed, the cloud resource provisioning model enables users to rapidly access new processing resources, even distributed over different geographical regions, that can be promptly used in the case of, e.g., crashes or hangs of running machines, as well as to balance the load in the case of overloaded machines. Nevertheless, managing a complex geographically-distributed cloud deploy could be a complex and time-consuming task. Autonomic Cloud Manager (ACM) Framework is an autonomic framework for supporting proactive management of applications deployed over multiple cloud regions. It uses machine learning models to predict failures of virtual machines and to proactively redirect the load to healthy machines/cloud regions. In this paper, we study different policies to perform efficient proactive load balancing across cloud regions in order to mitigate the effect of software anomalies. These policies use predictions about the mean time to failure of virtual machines. We consider the case of heterogeneous cloud regions, i.e regions with different amount of resources, and we provide an experimental assessment of these policies in the context of ACM Framework

    Familiars: manipulating social networks with mobile gaming

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    This paper presents the mobile multiplayer gaming application Familiars. Familiars leverages social networking and locative technologies to create a reactive social experience for the game’s participants over extended periods of time. The game is based around the concept of each player owning a Familiar –a virtual sprite or creature somewhat similar in concept to Pullman’s dæmons - which has a visual appearance and a location in the real world. A player’s interactions with their own, and other players’, Familiars is used to directly inform the state of the game and status of the player – inviting them to become more aware of the impact of their social activity, and to discover novel strategies for becoming more socially effective in computer-mediated environments. We begin by explaining the design for the game and the unique challenges of the mobile medium as a platform for social gaming. We discuss the theoretical and technical background of the social and contextual analysis system used in the mobile mediated environment and go on to describe how this informed the implementation of the mobile and server applications that power the game. Finally we discuss the findings of the application test groups, lessons learnt during development and important design considerations for mediated mobile social gaming

    An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games

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    abstract: Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the educational value of the game. The other issue is that the code base of the game is mostly or completely unusable for any other games as the game mechanics are too strongly connected to the educational content being taught. This means that the mechanics are impossible to reuse in future projects without major revisions, and starting over is often more time and cost efficient. This thesis presents the Content Agnostic Game Engineering (CAGE) model for designing educational games. CAGE is a way to separate the educational content from the game mechanics without compromising the educational value of the game. This is done by designing mechanics that can have multiple educational contents layered on top of them which can be switched out at any time. CAGE allows games to be designed with a game design first approach which allows them to maintain higher engagement levels. In addition, since the mechanics are not tied to the educational content several different educational topics can reuse the same set of mechanics without requiring major revisions to the existing code. Results show that CAGE greatly reduces the amount of code needed to make additional versions of educational games, and speeds up the development process. The CAGE model is also shown to not induce high levels of cognitive load, allowing for more in depth topic work than was attempted in this thesis. However, engagement was low and switching the active content does interrupt the game flow considerably. Altering the difficulty of the game in real time in response to the affective state of the player was not shown to increase engagement. Potential causes of the issues with CAGE games and potential fixes are discussed.Dissertation/ThesisDoctoral Dissertation Engineering 201

    An Experiment in Retrofitting Competency Questions for Existing Ontologies

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    Competency Questions (CQs) are a form of ontology functional requirements expressed as natural language questions. Inspecting CQs together with the axioms in an ontology provides critical insights into the intended scope and applicability of the ontology. CQs also underpin a number of tasks in the development of ontologies e.g. ontology reuse, ontology testing, requirement specification, and the definition of patterns that implement such requirements. Although CQs are integral to the majority of ontology engineering methodologies, the practice of publishing CQs alongside the ontological artefacts is not widely observed by the community. In this context, we present an experiment in retrofitting CQs from existing ontologies. We propose RETROFIT-CQs, a method to extract candidate CQs directly from ontologies using Generative AI. In the paper we present the pipeline that facilitates the extraction of CQs by leveraging Large Language Models (LLMs) and we discuss its application to a number of existing ontologies
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