نتایج جستجو برای: tabletop role playing game

تعداد نتایج: 1359223  

2005
Rui Gil José Tavares Licinio Roque

In this study, the authors propose to discuss scalability challenges posed by Massively Multiplayer Online Game (MMOG) scenarios, while outlining issues specific to the context of online interactive experiences and game genres. These scalability issues concern: game simulation, content distribution, communication and coordination, and structural scalability. The authors present a critical revie...

2009
Alexandru Iosup

Massively Multiplayer Online Games (MMOGs) currently entertain millions of players daily. To keep these players online and generate revenue, MMOGs are currently relying on manually generated content such as logical challenges (puzzles). Under increased demands for personalized content from a growing community, it has become attractive to generate personalized puzzle game content automatically. ...

Journal: :JCM 2009
Zheng Da Wu

Inconsistency is a challenge with many delaysensitive Massively Multiplayer Online Games (MMOGs). In this paper, a framework for inconsistency analysis and control is proposed. A typical situation, called hot-spot region, is considered for resolving this problem, since it is one of major causes of the inconsistency. Stochastic models are presented to abstract the operations of a MMOG in the con...

2015
Magnus Johansson Harko Verhagen Yubo Kou

Toxic gaming and griefing in online games are part of the everyday interaction of players around the world. Multiplayer Online Battle Arena (MOBA) games are notorious for their players’ toxic behavior. League of Legends (LoL), one of the most popular MOBA games, uses the Tribunal system as a strategy to restrict and punish toxic behaviors. The Tribunal system is a neutral body of surveillance t...

2010
Ruck Thawonmas Yoshitaka Kashifuji

This paper describes an application of data mining to detecting misconducts, such as use of bots and cheats, in Massively Multiplayer Online Role-Playing Games (MMORPGs). A method is proposed that exploits the information on action frequencies, types, and intervals available in the targeted MMORPG log data. The aforementioned information is used as the input to a support vector machine. Evaluat...

2010
Alexandre Denault Jörg Kienzle

To test and benchmark Massively Multiplayer Online Games (MMOGs) requires hundreds, if not thousands of human players. Given this impracticality, many researchers substitute experimentation with simulation. However, when investigating performance and scalability issues, simulated experiments often yield results that heavily depend on the experimental setup. This paper critically reflects on the...

2005
Greg Wadley Martin R. Gibbs Peter Benda

In this paper we consider the question of how best to design voice communication for use in online multiplayer games. We propose a framework to helps shape both our understanding of games and how we approach games as objects of study and as artifacts to be designed. The framework suggests a focus on designing player-to-player interaction within games. We discuss existing implementations of voic...

2011
Alexandre Miguel Barata Pedro Alexandre Santos Rui Prada

Massive Multiplayer Online Strategy games present several unique challenges to players and designers. There is the need to constantly adapt to changes in the game itself and, sometimes, the need to achieve a certain level of simulation and realism, which typically implies battles involving combat with several distinct armies, combat phases and diferent terrains; resource management which involv...

Journal: :CoRR 2016
Dean Crnigoj

This work analyzes friendship network from aMassively Multiplayer Online Role-Playing Game (MMORPG). The network is based on data from a private server that was active from 2007 until 2011. The work conducts a standard analysis of the network and then divides players according to different groups based on their activity. Work checks how friendship network can be correlated to the clan (a self-o...

2005
Haruhiro Yoshimoto Rie Shigetomi Hideki Imai

Recently, P2P (peer-to-peer) online game systems have attracted a great deal of public attention. They work without central servers, thus, the maintenance and organization costs have been drastically reduced. However, in P2P systems, it is difficult for game creators to prevent cheats by malicious players, due to the lack of trusted servers. In order to solve the problem, we propose a practical...

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