• Documents
  • Authors
  • Tables
  • Log in
  • Sign up
  • MetaCart
  • DMCA
  • Donate

CiteSeerX logo

Advanced Search Include Citations
Advanced Search Include Citations | Disambiguate

DMCA

The Game Trace Archive: A (2012)

Cached

  • Download as a PDF

Download Links

  • [www.pds.ewi.tudelft.nl]
  • [www.st.ewi.tudelft.nl]
  • [www.st.ewi.tudelft.nl]

  • Save to List
  • Add to Collection
  • Correct Errors
  • Monitor Changes
by Yong Guo , Ru Iosup
Citations:14 - 6 self
  • Summary
  • Citations
  • Active Bibliography
  • Co-citation
  • Clustered Documents
  • Version History

Citations

215 De-anonymizing social networks - Narayanan, Shmatikov - 2009 (Show Context)

Citation Context

...e of converting game traces to the unified game trace format, this useless content should be filtered out. Another important issue in converting traces is to provide a privacy guarantee. Many studies =-=[10]-=-, [11] have shown that just anonymizing user names is not sufficient to ensure privacy. Requirement 3: Trace processing. The archive should provide a toolbox to process the converted game traces and g...

91 Game traffic analysis: an MMORPG perspective - Chen, Huang, et al. (Show Context)

Citation Context

...eo and computer gaming have become increasingly popular branches of the entertainment industry. Understanding the characteristics of games and OMGNs such as player behavior [1], [2], traffic analysis =-=[3]-=-, [4], resource management [5], [6], etc., is essential for the design, operation, and tuning of game systems. However, only a small number of game traces exist; even fewer can be accessed publicly. A...

58 The life and death of online gaming communities: A look at guilds in world of warcraft. Paper presented at the SIGCHI conference on Human factors in computing systems, - Ducheneaut, Yee, et al. - 2007 (Show Context)

Citation Context

...r the last decade, video and computer gaming have become increasingly popular branches of the entertainment industry. Understanding the characteristics of games and OMGNs such as player behavior [1], =-=[2]-=-, traffic analysis [3], [4], resource management [5], [6], etc., is essential for the design, operation, and tuning of game systems. However, only a small number of game traces exist; even fewer can b...

56 CRAWDAD: A community resource for archiving wireless data at dartmouth - Kotz, Henderson - 2005 (Show Context)

Citation Context

...e (GWA) [9] is a grid trace repository and a community center for the grid area. For the peer-to-peer community and wireless network community, the Peer-to-Peer Trace Archive (P2PTA) [25] and CRAWDAD =-=[26]-=- are designed, respectively. These archives are limited to their specific areas, they can not cover the game traces. Social network and large-scale graph analysis are popular research topic in recent ...

43 A Data Mining Approach to Strategy Prediction. In: - Weber, Mateas - 2009 (Show Context)

Citation Context

...re the data in the Other Game-related Dataset. For example, for match replays, we keep their own formats derived from games. The formatted replays, such as StarCraft replays, are used by Weber et al. =-=[13]-=- and Hsieh et al. [14] to study player in-game behavior. Moreover, we provide detailed introduction files to guide the archive users how to process the formats. Meta-information is also provided, to l...

30 DyNetML: Interchange format for rich social network data, - Tsvetovat, Reminga, et al. - 2004 (Show Context)

Citation Context

...raphs. The SNAP [27] project is a high efficient library to analyze large scale networks and graph, however, the format in this project can not be extended to express multi relationships. The DyNetML =-=[28]-=- is an XMLbased format which is extensible to express abundant social network data. The disadvantage of this format is that plenty of markups and delimiter tags are needed to store each data item, whi...

20 Sharing Graphs Using Differentially Private Graph Models. In - Sala - 2011 (Show Context)

Citation Context

...onverting game traces to the unified game trace format, this useless content should be filtered out. Another important issue in converting traces is to provide a privacy guarantee. Many studies [10], =-=[11]-=- have shown that just anonymizing user names is not sufficient to ensure privacy. Requirement 3: Trace processing. The archive should provide a toolbox to process the converted game traces and generat...

18 Building a player strategy model by analyzing replays of real-time strategy games - Hsieh, Sun (Show Context)

Citation Context

...er Game-related Dataset. For example, for match replays, we keep their own formats derived from games. The formatted replays, such as StarCraft replays, are used by Weber et al. [13] and Hsieh et al. =-=[14]-=- to study player in-game behavior. Moreover, we provide detailed introduction files to guide the archive users how to process the formats. Meta-information is also provided, to link the game-related i...

12 The peer-to-peer trace archive: design and comparative trace analysis - Zhang, Iosup, et al. - 2010 (Show Context)

Citation Context

... Workloads Archive (GWA) [9] is a grid trace repository and a community center for the grid area. For the peer-to-peer community and wireless network community, the Peer-to-Peer Trace Archive (P2PTA) =-=[25]-=- and CRAWDAD [26] are designed, respectively. These archives are limited to their specific areas, they can not cover the game traces. Social network and large-scale graph analysis are popular research...

11 The Internet Traffic Archive - Danzig, Mogul, et al. (Show Context)

Citation Context

...f the online games and the analysis of game traces from same game genre is not sufficient. A number of archives have been build in the other computer science areas. The Internet Traffic Archive (ITA) =-=[24]-=- archives internet network traffic traces for the research of network characteristics. The Parallel Workloads Archive (PWA) [8] collects workloads from parallel environments. The Grid Workloads Archiv...

10 The xfire online meta-gaming network: Observation and high-level analysis - Shen, Iosup - 2011 (Show Context)

Citation Context

...ors and third-parties around single games or even entire collections of games. These communities through the relationships between entities such as players and games, form Online Meta-Gaming Networks =-=[7]-=-. Tens of millions of players currently participate in OMGNs, such as Valve’s Steam, XFire, and Sony’s PlayStation Network, to obtain game-related information (game tutorials, statistic information, e...

9 Game bot detection via avatar trajectory analysis - Pao, Chen, et al. - 2010 (Show Context)

Citation Context

...mprove the quality of match-making systems and player gaming experience. For example, considering friendships and assigning friends in a same team may allow better match-making. 2) Detecting cheaters =-=[21]-=-. The behavior of cheaters may be different from that of normal players, especially different from that of the cheaters’ graph neighbors. Identifying graph neighbors and extracting their behavior patt...

8 Characterizing online games - Chambers, Feng, et al. (Show Context)

Citation Context

...come increasingly popular branches of the entertainment industry. Understanding the characteristics of games and OMGNs such as player behavior [1], [2], traffic analysis [3], [4], resource management =-=[5]-=-, [6], etc., is essential for the design, operation, and tuning of game systems. However, only a small number of game traces exist; even fewer can be accessed publicly. As a consequence, previous stud...

8 In-game advertising effects: Examining player perceptions of advertising schema congruity in a massively multiplayer online role-playing game. - Lewis, Porter - 2010 (Show Context)

Citation Context

...s in this work on potential application of the GTA data to select the location and moment to integrate advertisement. 1) Integrating advertisements into games with less influence to gaming experience =-=[23]-=-. If an advertisement interrupts player immersion, especially during important and time-limited tasks, the advertisement may fail. What is worse, this may results in player departure. Analyzing the ty...

5 MMORPG player behavior model based on player action categories - Suznjevic, Stupar, et al. - 2011 (Show Context)

Citation Context

...N Over the last decade, video and computer gaming have become increasingly popular branches of the entertainment industry. Understanding the characteristics of games and OMGNs such as player behavior =-=[1]-=-, [2], traffic analysis [3], [4], resource management [5], [6], etc., is essential for the design, operation, and tuning of game systems. However, only a small number of game traces exist; even fewer ...

4 M.Claypool, “Traffic Analysis of Avatar - Kinicki (Show Context)

Citation Context

...d computer gaming have become increasingly popular branches of the entertainment industry. Understanding the characteristics of games and OMGNs such as player behavior [1], [2], traffic analysis [3], =-=[4]-=-, resource management [5], [6], etc., is essential for the design, operation, and tuning of game systems. However, only a small number of game traces exist; even fewer can be accessed publicly. As a c...

4 PlayerRating: A Reputation System for Multiplayer Online Games - Kaiser, Feng - 2009 (Show Context)

Citation Context

...from that of the cheaters’ graph neighbors. Identifying graph neighbors and extracting their behavior pattern may be helpful for distinguishing and confirming cheaters. 3) Building reputation systems =-=[22]-=-. The reputation of a player (ratee) is calculated from ratings given by the other players (raters). During the calculation, each rating should have its own weight, which may be assigned according to ...

3 B (2011) Triangle-based obstacle-aware load balancing for massively multiplayer games - Denault, Cañas, et al. (Show Context)

Citation Context

...increasingly popular branches of the entertainment industry. Understanding the characteristics of games and OMGNs such as player behavior [1], [2], traffic analysis [3], [4], resource management [5], =-=[6]-=-, etc., is essential for the design, operation, and tuning of game systems. However, only a small number of game traces exist; even fewer can be accessed publicly. As a consequence, previous studies u...

3 Improving online gaming experience using location awareness and interaction details - Ahmed, Shirmohammadi (Show Context)

Citation Context

...ic period in a day or week [5]. 3) Reducing resource consumption. The use of positional update messages, which account for a large portion of network consumption, can be tuned to play characteristics =-=[18]-=-. We believe that the GTA can further help with this tuning process. Firstly, we may identify groups and core group players from player graphs. Then, using the core players as proxies for their groups...

2 Dynamic Resource Provisioning - Nae, Iosup, et al. - 2010 (Show Context)

Citation Context

...2 58 7,734 34.7 OMGN Dota-League 5 2006/07-2011/03 23 61 3.7 RTS DotAlicious 6 2010/04-2012/02 1 64 0.6 RTS Dota Garena 7 2009/09-2010/05 5.2 310 0.1 RTS WoWAH [16] 2006/01-2009/10 1 91 N/A MMORPG RS =-=[17]-=- 2007/08-2008/02 1 0.1 N/A MMORPG RTS games, MMORPG games, and OMGNs. Our GTA can cover game traces collected by ourselves. The KGS and FICS traces include a large number of matches in two popular boa...

2 Stanford network analysis project (snap - Leskovec - 2012 (Show Context)

Citation Context

...s of nodes and relationships, in our gaming graphs. Many formats have been designed to enable the exchange of social networks and graphs, but none of them is able to cover the gaming graphs. The SNAP =-=[27]-=- project is a high efficient library to analyze large scale networks and graph, however, the format in this project can not be extended to express multi relationships. The DyNetML [28] is an XMLbased ...

1 Dynamic voice communication support for multiplayer online games - Hildebrandt, Bergsträßer, et al. - 2008 (Show Context)

Citation Context

...relevant resources to different types of players. The types or importance of players in a group can be identified from their playing behavior. For example, when supporting a group voice-communication =-=[19]-=-, the group leaders may need more upload bandwidth than other group members for sending their commands, because they have multiple voice channels, one for each other group member. B. Quality of Experi...

1 The next generation of competitive online game organization,” NetGames - Fritsch, Voigt, et al. - 2008 (Show Context)

Citation Context

... players The Quality of Experience for players covers a wide range of aspects. In the following, we list four applications that could use the GTA to improve the QoE. 1) Improving match-making systems =-=[20]-=-. Considering more player information stored in the GTA such as skill, rank, win ratio, and the friendship graph may improve the quality of match-making systems and player gaming experience. For examp...

Powered by: Apache Solr
  • About CiteSeerX
  • Submit and Index Documents
  • Privacy Policy
  • Help
  • Data
  • Source
  • Contact Us

Developed at and hosted by The College of Information Sciences and Technology

© 2007-2019 The Pennsylvania State University