Abstract: "the boom
of Cloud Computing services in the recent years has created
new opportunities and removed many of the limitations that
are typically tied to software deployed on the Internet. It has
been shown that the development of online games can benefit
from the integration of Cloud services into their design in order
to solve many of the problems that plague their development
and maintenance. In this paper, we first discuss the current
designs of online gaming architectures and present their limits.
The solutions offered by using Cloud services in respect to these
video games are then explored and the new problems that arise
from this combination are addressed. We also present a case
study by deploying an online First Person Shooter multiplayer
video game on currently available Cloud infrastructures (using
Amazon Elastic Compute Cloud) and detailing our architecture
specifically designed for this purpose. We show that, where once
entering the market of online games was solely affordable by big
companies due to the high infrastructure costs, a single person
could now create and deploy an online game."
Abstract: "Collision avoidance and multi-agent navigation is an important
component of modern video games. Recent developments
in commodity hardware, in particular the utilization of
multi-core and many-core architectures in personal computers
and consoles are allowing large numbers of virtual agents
to be incorporated into game levels in increasing numbers.
We present the hybrid reciprocal velocity obstacle and optimal
reciprocal collision avoidance methods for reciprocal
collision avoidance and navigation in video games and described
their implementations in C++ as HRVO Library and
RVO2 Library. The libraries can efficiently simulate groups
of twenty-five to one thousand virtual agents in dense conditions
and around moving and static obstacles."
from the introduction:
"Collision avoidance and navigation among virtual agents is
an important component of modern video games. Recent de-
velopments in commodity hardware, in particular the utiliza-
tion of multi-core and many-core architectures in personal
computers and consoles are allowing large numbers of vir-
tual agents to be incorporated into game levels in increasing
numbers and with increasing fidelity. As a result, there is a
need for efficient techniques to automatically generate real-
istic behaviors for such groups of virtual agents"
"In this paper we present an ap-
proach for serious game development, based on the model-driven game
development techniques. Our approach aims at reducing the complexity
of game design and implementation by separating the conceptual envi-
ronment of the game and its concrete implementation.We rst dene the
abstract models that characterize the structure and behavior of the game.
Then, with the software architecture model and the platform-specic
model, we transform the abstract models into concrete implementations.
The resulting prototypes are generated completely (100%)."
"Abstract-While component reuse is a common concept in
software engineering, it does not yet have a strong foothold in
Computer Game development, in particular the development
of computer-controlled game characters. In this work, we take
a modular Statechart-based game AI modelling approach and
develop a reuse strategy to enable fast development of new
AIs. This is aided through the creation of a standardized
interface for Statechart modules in a layered architecture.
Reuse is enabled at a high-level through functional groups that
encapsulate behaviour.
These concepts are solidified with the development of the
SkyAI tool. SkyAI enables a developer to build and work
with a library of modular components to develop new AIs
by composing modules, and then output the resulting product
to an existing game. Efficacy is demonstrated by reusing AI
components from a tank to quickly make a much different AI
for a simple animal."
"The high cost of launching resources from the Earth's surface is a significant barrier to future long-
duration human space exploration. A future resource economy in space may allow resource production,
processing, storage, and transportation at distributed locations, but will have many stakeholders with var-
ied and potentially competing objectives. Simulation games provide a medium for communication and
learning richer than papers or linear presentations by combining the technical capabilities of simulation
models with human interaction. Building on technology powering military wargames, federated simulation
architectures such as HLA-Evolved use independently-developed simulation models connected over a dis-
tributed network of computers. This paper presents an approach for developing a multi-player simulation
gaming environment where human players take on roles of organizations or government agencies within
scenarios designed to address the design and operation of a resource economy in space. The game design
addresses the number of players, time advancement, level of abstraction, scenario selection, and other de-
cisions based on past simulation games in the domains of military-political, educational, disaster response,
and business-management games. Future research will focus on evaluating game executions to analyze
human decision-making under various scenarios. Quantitative analysis of decisions using game logs com-
bined with qualitative analysis of interviews and surveys will contribute to strategies for a future resource
economy in space."