2010
DOI: 10.1504/ijamc.2010.036837
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Group movement in World of Warcraft Battlegrounds

Abstract: Distributed Virtual Environment (DVE) topology management and message propagation schemes have been proposed for many years. Evaluating DVE message propagation schemes requires a variety of assumptions whose verity significantly affects results, such as details about avatar movement characteristics. We implemented two schemes for waypoint and hotspot detection, and examined their applicability for characterizing avatar movement. We confirmed that waypoint detection doesn't yield good results for characterizing… Show more

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Cited by 15 publications
(8 citation statements)
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“…Additional contributions are made in terms of a method for obtaining and visualizing accurate spatio-temporal data from DotA 2 [32]. The work presented extend previous work on MOBAs, and highlight the use of spatio-temporal patterns to analyze gameplay [4][5][6]. As noted in the introduction, the basic goal of the work presented here is to explore MOBAs, and work towards results and tools that will aid DotA 2 players in visualizing, analyzing and improving their performance.…”
Section: Conclusion and Discussionmentioning
confidence: 97%
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“…Additional contributions are made in terms of a method for obtaining and visualizing accurate spatio-temporal data from DotA 2 [32]. The work presented extend previous work on MOBAs, and highlight the use of spatio-temporal patterns to analyze gameplay [4][5][6]. As noted in the introduction, the basic goal of the work presented here is to explore MOBAs, and work towards results and tools that will aid DotA 2 players in visualizing, analyzing and improving their performance.…”
Section: Conclusion and Discussionmentioning
confidence: 97%
“…However, some of the previous research in digital games is directly relevant to the contemporary research and bears mentioning. Miller and Crowcroft [4] examined character movement in the Arathi Basin PvP battleground of the MMOG World of Warcraft, obtaining data via mining the server-client stream (a method also used by e.g. Shim et al [19]).…”
Section: Related Workmentioning
confidence: 99%
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“…Taking advantage of the fact that bots follow a list of predetermined locations, they derive an abstracted route representation by using line simplification and clustering. Miller and Crowcroft 35 used Mitterhofer et al’s 34 approach and coupled it with the landmark detection method proposed by Thawonmas et al 36 to characterize avatar movement in World of Warcraft . Contrary to these approaches, we are not relying on traditional line simplification algorithms as these are focused on maintaining the shape and thus do not take specific properties of the movement into account (see, for example, Chen et al 37 and Andrienko et al 38 ), such as pauses which can be relevant for our purpose.…”
Section: Related Workmentioning
confidence: 99%
“…We equipped TRACE with a statistical analyzer for newly generated traces that provides such statistical features, whose description is found in section 3.3. Miller and Crowcroft provide an analysis of avatar mobility for World of Warcraft. The analysis is focused on a particular area of the DVE where avatars battle for the control of several objectives.…”
Section: Related Workmentioning
confidence: 99%