CRAWDAD: a community resource for archiving wireless data at Dartmouth
ACM SIGCOMM Computer Communication Review
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
The life and death of online gaming communities: a look at guilds in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Future Generation Computer Systems
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Dynamic voice communication support for multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
De-anonymizing Social Networks
SP '09 Proceedings of the 2009 30th IEEE Symposium on Security and Privacy
A data mining approach to strategy prediction
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
PlayerRating: a reputation system for multiplayer online games
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Dynamic Resource Provisioning in Massively Multiplayer Online Games
IEEE Transactions on Parallel and Distributed Systems
World of warcraft avatar history dataset
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
IEEE/ACM Transactions on Networking (TON)
Sharing graphs using differentially private graph models
Proceedings of the 2011 ACM SIGCOMM conference on Internet measurement conference
Triangle-based obstacle-aware load balancing for massively multiplayer games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
MMORPG player behavior model based on player action categories
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Scheduling jobs in the cloud using on-demand and reserved instances
Euro-Par'13 Proceedings of the 19th international conference on Parallel Processing
Benchmarking graph-processing platforms: a vision
Proceedings of the 5th ACM/SPEC international conference on Performance engineering
Matchmaking in multi-player on-line games: studying user traces to improve the user experience
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
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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Spurred by the rapid development of the gaming industry and the expansion of Online Meta-Gaming Networks (OMGNs), many gaming studies and measurements have been conducted in recent years. However, few or no traces of games and OMGNs are publicly available to game researchers and practitioners. Moreover, the few traces that are available are shared using diverse formats. This situation is an obstacle in exchanging, studying, and using game traces. To address this problem, we design the Game Trace Archive (GTA) to be a virtual meeting space for the game community. We identify three main requirements to build an archive for game traces, and address them with the GTA. We propose a unified format for game traces, and introduce a number of tools associated with the format. With these tools, we collect, process, and analyze 9 traces of both games and OMGNs. We collect in the GTA traces corresponding to more than 8 million real players and more than 200 million information items, spanning over 14 operational years. We also show that the GTA can be extended to include a variety of realgame trace types. Finally, we discuss possible applications of the GTA in gaming area such as game resource management, Quality of Experience for players, and advertisement.