The human-computer interaction handbook
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
On demand platform for online games
IBM Systems Journal
Rokkatan: scaling an RTS game design to the massively multiplayer realm
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
NGS: an application layer network game simulator
Proceedings of the 3rd Australasian conference on Interactive entertainment
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
P2P '08 Proceedings of the 2008 Eighth International Conference on Peer-to-Peer Computing
Mammoth: a massively multiplayer game research framework
Proceedings of the 4th International Conference on Foundations of Digital Games
A Testbed for P2P Gaming Using Time Warp
Transactions on Edutainment II
Fundamentals of Game Design
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
Dynamic Resource Provisioning in Massively Multiplayer Online Games
IEEE Transactions on Parallel and Distributed Systems
The near-term feasibility of P2P MMOG's
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Hi-index | 0.00 |
Today, Real-Time Strategy (RTS) games entertain tens of millions of players world-wide. This growing population expects new game designs and more scalable games every year. However, few tools and environments exist for game designers and implementers; of these, even fewer are available to researchers and game communities. In this work, we introduce RTSenv, an environment and associated set of tools for RTS games. Our environment can configure and manage the main aspects of RTS games, such as maps, computer-controlled units, and game scenarios. RTSenv leverages multi-cluster systems and reactive fault tolerance mechanisms to perform robust, multi-machine, and multi-instance game experiments. Using our reference implementation of RTSenv in DAS-4, a real multi-cluster system, and Amazon EC2, a commercial cloud, we show that our approach can be used in a variety of scenarios. Our results give evidence that several common assumptions made by researchers about game workloads do not hold in general for RTS games and thus warrant a more detailed investigation.