Implementing Virtual Clients in Quake III Arena - Inria - Institut national de recherche en sciences et technologies du numérique
Communication Dans Un Congrès Année : 2014

Implementing Virtual Clients in Quake III Arena

Résumé

Performing server and network experiments on video games can be cumbersome because it usually requires a large number of players to generate sufficient server and network load. A solution is automated artificial intelligence-controlled virtual clients that behave as real players. This paper describes an implementation of virtual clients in the open source video game Quake III Arena, which converts the game into an open source tool for generating server load with realistic network traffic for investigating game system scalability.
Fichier principal
Vignette du fichier
978-3-662-45212-7_32_Chapter.pdf (146.71 Ko) Télécharger le fichier
Origine Fichiers produits par l'(les) auteur(s)
Loading...

Dates et versions

hal-01408559 , version 1 (05-12-2016)

Licence

Identifiants

Citer

Stig Magnus Halvorsen, Kjetil Raaen. Implementing Virtual Clients in Quake III Arena. 13th International Conference Entertainment Computing (ICEC), Oct 2014, Sydney, Australia. pp.232-234, ⟨10.1007/978-3-662-45212-7_32⟩. ⟨hal-01408559⟩
135 Consultations
246 Téléchargements

Altmetric

Partager

More