background image
doubling the number of players and keeping the number of simulated cycles fixed the num-
ber of sense-reason-act cycles to be performed doubles, this can explain the close-to-linear
scalability.
5
Conclusion and Future Work
We have presented the Zereal Mobile Agent-based Massively Multiplayer Online Game Sim-
ulation platform. The implementation has been shown to be close to lineary scalable in terms
of number of players simulated. Primary contribution is the platform itself and its scalable
implemention that can be used as a testbed for research on MMOGs, in addition to be a
MMOG simulation platform Zereal can with minor adaptions provide a generic scalable
agent-platform, based on MPI communication it is relatively simple to use on various par-
allel supercomputers or grid-based environments.
Possible future extensions include: items that can tell the players how they are supposed
to be used, player coalition support, guilds, quests, improved intelligence support (e.g. BDI,
automatic planning and emotion engine), simulation of natural language based interaction
between players and/or NPCs, simulation of e-commerce activities in a MMOG [5] and im-
proved graphical interface support using the VR-environment provided by Silicon Graphics'
RAVE.
References
[1] Henrik Andersen. The CRM Handbook - from group to multi-individual. PricewaterHouseCoopers, 2000.
[2] Jason Asbahr. Python for Massively Multiplayer Virtual Worlds. O'Reilly Open Source Convention,
published Online, July 2001.
[3] Ruth Aylett and Michael Luck. Applying Artificial Intelligence to Virtual Reality: Intelligent Virtual
Environments. Applied Artificial Intelligence, 14(1):3­32, January 2000.
[4] Butterfly.net: Powering Next-Generation Gaming with On-Demand Computing.
Published Online
by IBM:
ftp://ftp.software.ibm.com/solutions/pdfs/g325-1938-00.pdf
, January
2003.
[5] Nizami Cummins. Integrating E-Commerce and Games. Journal of Personal and Ubiquitous Computing,
6(5-6):362­370, December 2002.
[6] Sorabain Wolfheart de Lioncourt and Michael Luck. Motivating intelligent agents for virtual environ-
ments. In Proceedings of the 2nd International Workshop on Intelligent Virtual Agents (IVA 1999), 1999.
[7] Anne C. Elster, Otto Anshus, Amund Tveit, and Cyril Banino. Recent trends in cluster computing. In Pro-
ceedings of the International Conference on Parallel Computing (forthcoming). Elsevier Science, Septem-
ber 2003.
[8] Markus Friedl. Online Game Interactivity Theory. Charles River Media, 1 edition, October 2002.
[9] Stephen Grand, Dave Cliff, and Anil Malhotra. Creatures: Artificial Life Autonomous Software Agents for
Home Entertainment. In Proceedings of the 1st International Conference on Autonomous Agents. ACM,
ACM Press, 1997.
[10] Neal Hallford and Jana Hallford. Swords & Circuitry: A Designer's Guide to Computer Role-Playing
Games. Prima Publishing, 1 edition, 2001.
[11] Moon Ihlwan. The champs in online games. Business Week, (30):27­28, July 2001.
[12] Zona Inc. and Executive Summary Consulting Inc. State of Massive Multiplayer Online Games 2002: A
New World in Electronic Gaming. Technical report, Zona Inc., Redwood City, California, USA, October
2002.
88
Scalable MMOG Player Simulation

<< - < - > - >>