• DocumentCode
    3218370
  • Title

    Resource-Cost Analysis for Massively Multiplayer Online Games

  • Author

    Wu, Z.D.

  • Author_Institution
    Bond Univ., Gold Coast
  • fYear
    2008
  • fDate
    25-28 March 2008
  • Firstpage
    288
  • Lastpage
    295
  • Abstract
    In this paper, an approach for modelling and analysis of massively multiplayer online games (MMOGs) is proposed. By using our models, based on Markov process and queuing theory, we can investigate the impact of various factors, such as game types, the number of players, the intensity of players or NCPs interaction, the number of regions in a game world, avatar region-transition rate, and network configuration, on the system performance. A number of resource-cost functions are defined, which map the system resource consumed to the cost during a game play. We choose the federated peer-to-peer architecture as a target for this study, since it is a typical and potential architecture proposed recently and attracting more attention.
  • Keywords
    Markov processes; avatars; computer games; groupware; peer-to-peer computing; queueing theory; Markov process; avatar region-transition rate; federated peer-to-peer architecture; game type; massively multiplayer online games; network configuration; player intensity; player number; queuing theory; resource-cost analysis; resource-cost functions; Automatic control; Avatars; Costs; Game theory; Information analysis; Peer to peer computing; Performance analysis; Queueing analysis; System performance; Weapons; MMOGs; Markov Process; Modelling;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Advanced Information Networking and Applications - Workshops, 2008. AINAW 2008. 22nd International Conference on
  • Conference_Location
    Okinawa
  • Print_ISBN
    978-0-7695-3096-3
  • Type

    conf

  • DOI
    10.1109/WAINA.2008.275
  • Filename
    4482928