Implementing Virtual Clients in Quake III Arena

Abstract : 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.
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Yusuf Pisan; Nikitas M. Sgouros; Tim Marsh. 13th International Conference Entertainment Computing (ICEC), Oct 2014, Sydney, Australia. Springer, Lecture Notes in Computer Science, LNCS-8770, pp.232-234, 2014, Entertainment Computing – ICEC 2014. 〈10.1007/978-3-662-45212-7_32〉
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Stig Magnus Halvorsen, Kjetil Raaen. Implementing Virtual Clients in Quake III Arena. Yusuf Pisan; Nikitas M. Sgouros; Tim Marsh. 13th International Conference Entertainment Computing (ICEC), Oct 2014, Sydney, Australia. Springer, Lecture Notes in Computer Science, LNCS-8770, pp.232-234, 2014, Entertainment Computing – ICEC 2014. 〈10.1007/978-3-662-45212-7_32〉. 〈hal-01408559〉

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