Resource-cost analysis for massively multiplayer online games
Article comments
Interim status: Citation only.
Wu, Z. D. (2008). Resource-cost analysis for massively multiplayer online games. Paper presented at the 22nd international conference on Advanced Information Networking and Applications Workshops (AINAW 2008), Gino-wan, Okinawa, Japan.
Access the conference website.
2008 HERDC submission. FoR Code: 0804
© Copyright The Institute of Electrical and Electronics Engineers, Inc., 2008
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.
Suggested Citation
Zheng da Wu. "Resource-cost analysis for massively multiplayer online games" Information Technology papers.. Mar. 2008.
Available at: http://works.bepress.com/zheng_da_wu/15
This document is currently not available here.