Eighth IEEE International Symposium on Distributed Simulation and Real-Time Applications
DOI: 10.1109/ds-rt.2004.26
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Investigating Behavioural State Data-Partitioning for User-Modelling in Distributed Interactive Applications

Abstract: -Distributed Interactive Applications (DIAs) have been gaining commercial success in recent years due to the widespread appeal of networked multiplayer computer games. Within these games, participants interact with each other and their environment, producing complex behavioural patterns that evolve over time. These patterns are nonlinear, and often appear to exhibit dependencies under certain conditions. In this paper, we analyse the behavioural patterns of two participants interacting in a DIA. Our motivation… Show more

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Cited by 2 publications
(3 citation statements)
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“…The data from this genre of games can be considered a fair representation of the type of data one would expect to see in commercial networked multiplayer computer games [6].…”
Section: The Application Domainmentioning
confidence: 99%
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“…The data from this genre of games can be considered a fair representation of the type of data one would expect to see in commercial networked multiplayer computer games [6].…”
Section: The Application Domainmentioning
confidence: 99%
“…In order to collect the type of data that one would expect to observe in a real-world DIA (and to illustrate the potential of neuro-reckoning for network traffic reduction), we utilize the commercially available Torque Game Engine [11] as a customisable research platform for performing experiments in a controlled manner [6]. We present results for three human-user test subjects (each possessing a varying degree of expertise with respect to networked multiplayer computer games -Test Subject 1 being the most experienced, Test Subject 3 the least), who were each required to individually compete in a series of 12 consecutive experiments (consisting of a pre-specified 'hit-point' score limit of 10) against a scripted computercontrolled opponent operating under the influence of a simple dynamic shortest-path behavioural model [12].…”
Section: Experimentationmentioning
confidence: 99%
“…This strategy was developed using the commercially available torque game engine (TGE) [Lloyd 2004]. The rules that govern the game are fairly typical of the type of "deathmatch" scenarios used within online FPS games, and yield data that can be considered a fair representation for the type of data that one would expect to observe in commercial networked multiplayer computer games and other similar real-time applications [McCoy et al 2004]:…”
Section: Overviewmentioning
confidence: 99%