An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
A distributed event delivery method with load balancing for MMORPG
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A measurement study of virtual populations in massively multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Mediator: a design framework for P2P MMOGs
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Dynamic clustering in delaunay-based P2P networked virtual environments
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A Saturation Avoidance Technique for Peer-to-Peer Distributed Virtual Environments
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Group movement in World of Warcraft Battlegrounds
International Journal of Advanced Media and Communication
The near-term feasibility of P2P MMOG's
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
All in a day's work: a study of World of Warcraft NPCs comparing gender to professions
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
All in a day's work: a study of World of Warcraft NPCs comparing gender to professions
ACM SIGGRAPH 2011 Game Papers
DS-RT '11 Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
Evaluating compass routing based AOI-cast by MOGs mobility models
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Implementing human questioning strategies into quizzing-robot
HRI '12 Proceedings of the seventh annual ACM/IEEE international conference on Human-Robot Interaction
Measuring cooperative gameplay pacing in World of Warcraft
Proceedings of the 6th International Conference on Foundations of Digital Games
Empirical analysis of user data in game software development
Proceedings of the ACM-IEEE international symposium on Empirical software engineering and measurement
SPEX: scalable spatial publish/subscribe for distributed virtual worlds without borders
Proceedings of the 5th ACM Multimedia Systems Conference
Modeling Avatar Mobility of Networked Virtual Environments
Proceedings of International Workshop on Massively Multiuser Virtual Environments
Characterization of Human Mobility in Networked Virtual Environments
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
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Evaluating DVE topology management and message propagation schemes requires avatar movement models. Most models are based on reasoned assumptions rather than measured data, potentially biasing evaluation. We measured player movement in World of Warcraft battlegrounds, and compared our observations against common assumptions about player avatar movement and navigation. We found that when modeling a highly interactive DVE such as a battleground, a waypoint model is not sufficient to describe most avatar movement. We were surprised to find that despite game incentives for grouping, the majority of avatar movement between objectives is individual, not grouped. Finally, we found that a hotspot-based model for avatar movement is consistent with our traces.