17 research outputs found
Experimental study and modelling of Networked Virtual Environment server traffic
The paradigm of virtual world environment arises
as an useful tool in diverse fields such as e-Health or education,
where they provide a new way of communication and interaction
with end users. Networking capabilities play an important role
in these systems, which motivates the study and understanding
of the gaming network traffic. The present work focuses on Open
Wonderland, a system that provides the basis for the development
of Networked Virtual Environments with educational or health
purposes. The goal of this paper is defining a testing environment
and modelling the behaviour of the outgoing network traffic at
the server side.Ministerio de Industria, Comercio y Turismo AAL-010000-2012-10Ministerio de Ciencia e Innovación TEC2009-10639-C04-0
Network traffic characterisation, analysis, modelling and simulation for networked virtual environments
Networked virtual environment (NVE) refers to a distributed software
system where a simulation, also known as virtual world, is shared over a
data network between several users that can interact with each other and
the simulation in real-time. NVE systems are omnipresent in the present
globally interconnected world, from entertainment industry, where they are
one of the foundations for many video games, to pervasive games that focus
on e-learning, e-training or social studies. From this relevance derives
the interest in better understanding the nature and internal dynamics of
the network tra c that vertebrates these systems, useful in elds such as
network infrastructure optimisation or the study of Quality of Service and
Quality of Experience related to NVE-based services. The goal of the present
work is to deepen into this understanding of NVE network tra c by helping
to build network tra c models that accurately describe it and can be used
as foundations for tools to assist in some of the research elds enumerated
before.
First contribution of the present work is a formal characterisation for
NVE systems, which provides a tool to determine which systems can be
considered as NVE. Based on this characterisation it has been possible to
identify numerous systems, such as several video games, that qualify as NVE
and have an important associated literature focused on network tra c analysis.
The next contribution has been the study of this existing literature from
a NVE perspective and the proposal of an analysis pipeline, a structured
collection of processes and techniques to de ne microscale network models
for NVE tra c. This analysis pipeline has been tested and validated against
a study case focused on Open Wonderland (OWL), a framework to build
NVE systems of di erent purpose. The analysis pipeline helped to de ned
network models from experimental OWL tra c and assessed on their accuracy
from a statistical perspective. The last contribution has been the
design and implementation of simulation tools based on the above OWL
models and the network simulation framework ns-3. The purpose of these
simulations was to con rm the validity of the OWL models and the analysis
pipeline, as well as providing potential tools to support studies related to NVE network tra c. As a result of this nal contribution, it has been proposed
to exploit the parallelisation potential of these simulations through High
Throughput Computing techniques and tools, aimed to coordinate massively
parallel computing workloads over distributed resources
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Imitation learning through games: theory, implementation and evaluation
Despite a history of games-based research, academia has generally regarded
commercial games as a distraction from the serious business of AI, rather than as an
opportunity to leverage this existing domain to the advancement of our knowledge.
Similarly, the computer game industry still relies on techniques that were developed
several decades ago, and has shown little interest in adopting more progressive
academic approaches. In recent times, however, these attitudes have begun to change;
under- and post-graduate games development courses are increasingly common,
while the industry itself is slowly but surely beginning to recognise the potential
offered by modern machine-learning approaches, though games which actually
implement said approaches on more than a token scale remain scarce.
One area which has not yet received much attention from either academia or industry
is imitation learning, which seeks to expedite the learning process by exploiting data
harvested from demonstrations of a given task. While substantial work has been done
in developing imitation techniques for humanoid robot movement, there has been
very little exploration of the challenges posed by interactive computer games. Given
that such games generally encode reasoning and decision-making behaviours which
are inherently more complex and potentially more interesting than limb motion data,
that they often provide inbuilt facilities for recording human play, that the generation
and collection of training samples is therefore far easier than in robotics, and that
many games have vast pre-existing libraries of these recorded demonstrations, it is
fair to say that computer games represent an extremely fertile domain for imitation
learning research.
In this thesis, we argue in favour of using modern, commercial computer games to
study, model and reproduce humanlike behaviour. We provide an overview of the
biological and robotic imitation literature as well as the current status of game AI, highlighting techniques which may be adapted for the purposes of game-based
imitation. We then proceed to describe our contributions to the field of imitation
learning itself, which encompass three distinct categories: theory, implementation
and evaluation.
We first describe the development of a fully-featured Java API - the Quake2 Agent
Simulation Environment (QASE) - designed to facilitate both research and education
in imitation and general machine-learning, using the game Quake 2 as a testbed. We
outline our motivation for developing QASE, discussing the shortcomings of existing
APIs and the steps which we have taken to circumvent them. We describe QASE’s
network layer, which acts as an interface between the local AI routines and the
Quake 2 server on which the game environment is maintained, before detailing the
API’s agent architecture, which includes an interface to the MatLab programming
environment and the ability to parse and analyse full recordings of game sessions.
We conclude the chapter with a discussion of QASE’s adoption by numerous
universities as both an undergraduate teaching tool and research platform.
We then proceed to describe the various imitative mechanisms which we have
developed using QASE and its MatLab integration facilities. We first outline a
behaviour model based on a well-known psychological model of human planning.
Drawing upon previous research, we also identify a set of believability criteria -
elements of agent behaviour which are of particular importance in determining the
“humanness” of its in-game appearance. We then detail a reinforcement-learning
approach to imitating the human player’s navigation of his environment, centred
upon his pursuit of items as strategic goals. In the subsequent section, we describe
the integration of this strategic system with a Bayesian mechanism for the imitation
of tactical and motion-modelling behaviours. Finally, we outline a model for the
imitation of reactive combat behaviours; specifically, weapon-selection and aiming. Experiments are presented in each case to demonstrate the imitative mechanisms’
ability to accurately reproduce observed behaviours.
Finally, we criticise the lack of any existing methodology to formally gauge the
believability of game agents, and observe that the few previous attempts have been
extremely ad-hoc and informal. We therefore propose a generalised approach to such
testing; the Bot-Oriented Turing Test (BOTT). This takes the form of an anonymous
online questionnaire, an accompanying protocol to which examiners should adhere,
and the formulation of a believability index which numerically expresses each agent’s
humanness as indicated by its observers, weighted by their experience and the
accuracy with which the agents were identified. To both validate the survey approach
and to determine the efficacy of our imitative models, we present a series of
experiments which use the believability test to evaluate our own imitation agents
against both human players and traditional artificial bots. We demonstrate that our
imitation agents perform substantially better than even a highly-regarded rule-based
agent, and indeed approach the believability of actual human players.
Some suggestions for future directions in our research, as well as a broader
discussion of open questions, conclude this thesis
Extrapolating server to client IP traffic from empirical measurements of first person shooter games
Modelling traffic generated by Internet based multiplayer computer games has attracted a great deal of attention in the past few years. In part this has been driven by a desire to properly simulate the network impact of highly interactive online game genres such as the first person shooter (FPS). Packet size distributions are an important element in the creation of plausible traffic generators for network simulators such as ns-2 and omnet++. In this paper we present a simple technique for creating representative packet size distributions for N-player FPS games based on empirically measured traffic of 2- and 3-player games. We illustrate the likely generality of our approach using data from Half-Life, Half-Life Counterstrike, Half-Life 2, Half-Life 2 Counterstrike, Quake III Arena and Wolfenstein Enemy Territory
Animating the Ethical Demand:Exploring user dispositions in industry innovation cases through animation-based sketching
This paper addresses the challenge of attaining ethical user stances during the design process of products and services and proposes animation-based sketching as a design method, which supports elaborating and examining different ethical stances towards the user. The discussion is qualified by an empirical study of Responsible Research and Innovation (RRI) in a Triple Helix constellation. Using a three-week long innovation workshop, UCrAc, involving 16 Danish companies and organisations and 142 students as empirical data, we discuss how animation-based sketching can explore not yet existing user dispositions, as well as create an incentive for ethical conduct in development and innovation processes. The ethical fulcrum evolves around Løgstrup's Ethical Demand and his notion of spontaneous life manifestations. From this, three ethical stances are developed; apathy, sympathy and empathy. By exploring both apathetic and sympathetic views, the ethical reflections are more nuanced as a result of actually seeing the user experience simulated through different user dispositions. Exploring the three ethical stances by visualising real use cases with the technologies simulated as already being implemented makes the life manifestations of the users in context visible. We present and discuss how animation-based sketching can support the elaboration and examination of different ethical stances towards the user in the product and service development process. Finally we present a framework for creating narrative representations of emerging technology use cases, which invite to reflection upon the ethics of the user experience.</jats:p
Games, copyright, piracy : South African gamers' perspectives
Includes bibliographical references (leaves 111-126).This thesis examines video games, copyright law and gamers' attitudes to copyright infringement, with particular reference to South Africa. The work provides an overview of the debates about copyright law and digital media, and offers an analysis of attitudes expressed by South African gamers about copyright infringement, popularly termed 'piracy'. The thesis reveals that, while about 70% of the gamers in this study share content illegally, they express complex and varying motivations for doing so, and have various and conflicting means of understanding the supposed illegality of the act. Some of the issues raised by participants in this study relate to contested perspectives on Digital Rights Management (DRM). In this work, I argue that DRM erodes civil liberties and does not necessarily extend the interests of gaming corporations. In this regard, the thesis explores alternative strategies to the restrictive approaches adopted by advocates of DRM as well as prohibitive copyright laws and multilateral agreements on intellectual property. In essence, this work intends to establish middle ground between gamers, who place a high premium on usability and affordability of gaming products, and the gaming corporations, who are interested in extending market share as well as protecting what they deem to be their intellectual property
Counter Unmanned Aircraft Systems Technologies and Operations
As the quarter-century mark in the 21st Century nears, new aviation-related equipment has come to the forefront, both to help us and to haunt us. (Coutu, 2020) This is particularly the case with unmanned aerial vehicles (UAVs). These vehicles have grown in popularity and accessible to everyone. Of different shapes and sizes, they are widely available for purchase at relatively low prices. They have moved from the backyard recreation status to important tools for the military, intelligence agencies, and corporate organizations. New practical applications such as military equipment and weaponry are announced on a regular basis – globally. (Coutu, 2020) Every country seems to be announcing steps forward in this bludgeoning field.
In our successful 2nd edition of Unmanned Aircraft Systems in the Cyber Domain: Protecting USA’s Advanced Air Assets (Nichols, et al., 2019), the authors addressed three factors influencing UAS phenomena. First, unmanned aircraft technology has seen an economic explosion in production, sales, testing, specialized designs, and friendly / hostile usages of deployed UAS / UAVs / Drones. There is a huge global growing market and entrepreneurs know it. Second, hostile use of UAS is on the forefront of DoD defense and offensive planners. They are especially concerned with SWARM behavior. Movies like “Angel has Fallen,” where drones in a SWARM use facial recognition technology to kill USSS agents protecting POTUS, have built the lore of UAS and brought the problem forefront to DHS. Third, UAS technology was exploding. UAS and Counter- UAS developments in navigation, weapons, surveillance, data transfer, fuel cells, stealth, weight distribution, tactics, GPS / GNSS elements, SCADA protections, privacy invasions, terrorist uses, specialized software, and security protocols has exploded. (Nichols, et al., 2019) Our team has followed / tracked joint ventures between military and corporate entities and specialized labs to build UAS countermeasures.
As authors, we felt compelled to address at least the edge of some of the new C-UAS developments. It was clear that we would be lucky if we could cover a few of – the more interesting and priority technology updates – all in the UNCLASSIFIED and OPEN sphere.
Counter Unmanned Aircraft Systems: Technologies and Operations is the companion textbook to our 2nd edition. The civilian market is interesting and entrepreneurial, but the military and intelligence markets are of concern because the US does NOT lead the pack in C-UAS technologies. China does. China continues to execute its UAS proliferation along the New Silk Road Sea / Land routes (NSRL). It has maintained a 7% growth in military spending each year to support its buildup. (Nichols, et al., 2019) [Chapter 21]. They continue to innovate and have recently improved a solution for UAS flight endurance issues with the development of advanced hydrogen fuel cell. (Nichols, et al., 2019) Reed and Trubetskoy presented a terrifying map of countries in the Middle East with armed drones and their manufacturing origin. Guess who? China. (A.B. Tabriski & Justin, 2018, December)
Our C-UAS textbook has as its primary mission to educate and train resources who will enter the UAS / C-UAS field and trust it will act as a call to arms for military and DHS planners.https://newprairiepress.org/ebooks/1031/thumbnail.jp
Safety and Reliability - Safe Societies in a Changing World
The contributions cover a wide range of methodologies and application areas for safety and reliability that contribute to safe societies in a changing world. These methodologies and applications include: - foundations of risk and reliability assessment and management
- mathematical methods in reliability and safety
- risk assessment
- risk management
- system reliability
- uncertainty analysis
- digitalization and big data
- prognostics and system health management
- occupational safety
- accident and incident modeling
- maintenance modeling and applications
- simulation for safety and reliability analysis
- dynamic risk and barrier management
- organizational factors and safety culture
- human factors and human reliability
- resilience engineering
- structural reliability
- natural hazards
- security
- economic analysis in risk managemen