Partecipazione in Ambienti Virtuali e Giochi - Partecipare ad una Vita Alternativa dentro un Ambiente Sintetico

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Partecipazione in Ambienti Virtuali e Giochi - Partecipare ad una Vita Alternativa dentro un Ambiente Sintetico
Partecipazione in Ambienti
     Virtuali e Giochi
Partecipare ad una Vita Alternativa dentro
          un Ambiente Sintetico

        Stefano Cacciaguerra (scacciag@cs.unibo.it)

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Partecipazione in Ambienti Virtuali e Giochi - Partecipare ad una Vita Alternativa dentro un Ambiente Sintetico
Contenuti

   Introduzione

   Esempi

   Ambienti Virtuali

   Come Gestire la Partecipazione in essi

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Partecipazione in Ambienti Virtuali e Giochi - Partecipare ad una Vita Alternativa dentro un Ambiente Sintetico
Introduzione
2500 a.c.   Nella città sumera di Ur nasce il Gioco Reale di Ur. Il primo
            gioco da tavolo in cui il giocatore è rappresentato da una pedina.

1664 d.c.   Un certo C. Weikmann inventa Konigsspiel il gioco del re. Un
            esercito di 30 figurine preso dagli scacchi e antenate dei soldatini
            per ciascuno dei 14 diversi ruoli di combattimento simulando le
            lotte del potere dell’epoca.

1865 d.c.   L. Carroll scrive Alice nel Paese delle Meraviglie. Prende
            forma l’idea di un viaggio paradossale nei territori della fantasia.

1969 d.c.   Per facilitare la comunicazione tra poli universitari in america R.
            Talyor dell’agenzia Arpa collega 4 calcolatori di università
            differenti. Arpanet sarà la madre di Internet.

1972 d.c.   D. Arneson e G. Gygax creano il primo sistema di regole per
            Dungeons&Dragons. Il primo gioco di ruolo moderno.

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Partecipazione in Ambienti Virtuali e Giochi - Partecipare ad una Vita Alternativa dentro un Ambiente Sintetico
Introduzione
1978 d.c.   Nell’Università di Essex, in Inghilterra, fa la comparsa il primo
            Multi-User Dungeon (MUD), ideato da R. Trubshaw. È ancora
            un gioco fatto di solo testo che permette agli utilizzatori di
            spostarsi in zone virtuali diverse e di dialogare tra loro.

1997 d.c.   I Mondi Virtuali ed i Massive Multiplayer Online Role Play
            Games (MMORPG) diventano popolari negli USA. Il più
            famoso è Ultima Online di R. Garriot, una simulazione della vita
            medioevale in 3D. Il gioco conta 160.000 abbonati.

2005 d.c.   World of Warcraft, un mondo virtuale di ambientazione
            fantasy ispirato ad un saga di Massive Multiplayer Online Real
            Time Strategy games (MMORTS) totalizza 5 milioni di
            abbonati.

              Tratto dall’articolo Vite Parallele apparso sul
                     mensile Quark, marzo 2006.
                                                                                4
Partecipazione in Ambienti Virtuali e Giochi - Partecipare ad una Vita Alternativa dentro un Ambiente Sintetico
Domande

Chi comprarebbe un’isola che non c’è per 26500 dollari sul pianeta
entropia?

Chi comprerebbe un paio di nike o di levi’s 501 per la propria
controparte artificiale?

Chi ucciderebbe (per davvero!) un concorrente rivale dopo che ti ha
rubato la preziosa spada magica?

       Domande assurde, eppure trovano la stessa risposta!

   Un partecipante ad un Ambiente Virtuale

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Partecipazione in Ambienti Virtuali e Giochi - Partecipare ad una Vita Alternativa dentro un Ambiente Sintetico
Gli AV Costituiscono una Realtà
Gli Ambienti Virtuali (AV) stanno entrando prepotentemente nelle nostre vite
tanto da costituire una seconda chance per molti umani.

Gli AV hanno un’economia, un governo, una valuta. Migliaia di Abitanti vi ci
nascono e vi ci muoiono.

Sono mondi di fantasia accessibili via web.

     World of                       Project                    Second
     Warcraft                      Entropia                      Life
 Oltre 5 milioni di        Turnover di 16.350.000        Centinaia di negozi
     abbonati              dollari in gennaio 2005      dalla Ferrari all’i-Pod
                                                                              66
Ultima Ora
Il mondo virtuale di Hive7 è stato interamente realizzato con
tecnologia AJAX, da molti considerata l'ossatura principale del
cosiddetto Web 2.0.

Un prototipo di metaverso, termine della letteratura cyberpunk che
indica un mondo digitale accessibile tramite interfaccia telematica.

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Scenario
   Wireless hotspots in the World are increasing the
    availability of network connectivity.

   Nintendo, Sony and Nokia are competing in the
    wireless handheld entertainment market:
      ●   Dual Screen,
      ●   PSP
      ●   N-Gage.

   Mobile massive multi-player games are
    investigated also by the scientific community

                                                        8
Any-time, Any-place
Traditional multi-player gaming will take on new hybrid wireless /
wired forms supporting any-time and any-place management of a
playing-session.

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Problems

   What happens extending wired Internet through wireless to
    provide gaming on mobile devices:
      ●   When a mobile gamer needs to participate in an Internet game, but is
          far from the nearest access point?
      ●   Or when the mobile gamer is moving from one access point to
          another?

   Handovers, transmission errors and temporary link outages
    cause delays and packet losses.

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Formalizzation and Solution

   A user may not be able to send or may send with a
    significant delay actions to the game system, losing some
    turns of the match.
       these have fewer chances to win the match.

   A participatory framework that handles communication when
    network faults occur, while guaranteeing interactivity,
    coherence and equity to all gamers,
       to ensure a good playability.

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Movements Cause Interruptions

    Short period interruption are caused by:
       ●   vertical or horizontal handovers,
       ●   transmission errors and
       ●   temporary link outages.

    Long period interruptions by:
       ●   a disconnection due to failed handovers,
       ●   extended link outages and
       ●   application shutdowns.

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Effects and Tricks

      Interruptions disdavantage Players:
         ●   making them lose a turn, or even worse
         ●   causing them to lose a match because they had been
             disconnected from the system!

      The classes of mobile games use specific tricks to limit
       lags and packet losses:
         ●   Multi-Solo-Player
         ●   Turn-Based
         ●   Endless
         ●   Slow Evolution

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Classes of Mobile Games
   Multi-Solo-Player
      ●   As information is exchanged with the server at the beginning and the
          end of each match, problem occur only during non-critical phases.
   Turn-Based
      ●   Round-Robin: All players can only look the action whose is playing
          and wait for their next turn.
      ●   Simultaneous Movement: The game system waits for actions, played
          independently from all gamers, resolves the turn and returns the result
          to all participants.
   Endless
      ●   MMORPG: to prevent obsessive players from taking a large advantage
          over casual ones, there is a set limit to the number of actions per time.
   Slow Evolution
      ●   MMORTS: entities perform a specified behaviors that do not need to a
          continuous management

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Design Issues

    The game system stays on the wired Internet while users participate
     in it from a graphical shell on a mobile device.

    A framework able to handle the communication on both sides when
     mobility problems occur while guaranteeing interactivity,
     coherence and equity for all gamers.

       ●   On the mobile side: the framework decides whether to wait for another
           ack from the game system or to reconnect it.
       ●   On the game side: the framework is able to detect if any shell had some
           problems. If so, it takes control of the player’s avatar until the problems
           are solved.

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Interactivity

   The latency between action generation on a mobile device
    and event visualization in the shell.

   The game system maintains the interactivity under a
    sensorial perceptivity threshold, waiting for users’ action up
    to a timeout.

   The velocity of the evolution of the game system becomes
    independent from the interruption of a single players

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Coherence

   The uniformity of the evolution of the game rather than to
    the behavior of each user.

   To take control of users’ avatars reproducing the strategy of
    all players by monitoring them at the game side to recognize
    the typical patterns of their behaviors.

   When a timeout expires, a mimicking mechanism re-
    proposes the actions of its player by reproducing her/his
    behavior.

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Esempio

              Agente A gioca       Agente A gioca al
             autonomamente         posto dell’utente

  Sistema
complesso
  simulato

                                                       timeline

                                                                  18
Animazione

             19
Equity

   Interactivity + Coherence also guarantees equity to all
    players.

   If a player was not able to send actions to its avatar,
    something else controls it for her/him.

   Not all players will take the same number of actions at the end
    of the match, but at least the number of events is the same
    for each avatar!

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The Participatory Framework

    It supports interaction management between players and their
     avatars on unreliable networks using a turn-based multi-
     agent system.

    It enhances the TCP/IP stack implementing a playing-
     session layer between the transport and application levels to
     handle the communication between a user and her/his avatar.

    each agent (avatars included) must act once in each turn  its
     duration is shorter than the sensorial perceptivity threshold.

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The Participatory Framework
     Participatory components
     Dynamic load-balancing
     Agent Discovery System
                                                      Agent
                                                    Discovery
                                                     System

    Client
Client  SPF      APF Agent
                      Agent      Communication      Simulation
                                    Server
                                 Communication        Engine
                                                    Simulation   World
                                    Server            Engine     Model
                                        load            load
                                      updater         balancer

                                                 SimView

Mobile side              Game side

                                                                         22
How to Solve Problems

    In a short period interruption:
    PF guarantees the game evolution by controlling the slowed
    avatars according to theirs behavioral models after a time equal
    to the perceptivity threshold.

    In a long period interruption:
    PF tries to recovery the playing-session while an appropriate
    behavioral model generates actions for avatar reproducing the
    strategy of its player.

                                                                       23
Game Side (Avatar PF)

APF checks for a TCP connection from its SPF.

   If the connection is active, it controls:
       ●   If the Action timeout is exceeded, it turns to a behavioral
           model to control the avatar for the player.
       ●   If the number of consecutive action timeouts exceeds a
           maximum value (i.e. the TCP timeout), it shuts down the
           connection

   Else it suspends in the listening phase ready to recovery the
    playing-session.
       ●   In the meantime, it takes the control the avatar through the
           behavioral model

                                                                          24
Mobile Side (Shell PF)

   If its agent is reachable, it waits for a request action event from
    its APF within a Action timeout
      ●   If the timeout expires, it buffers the last action produced by
          the player, waiting for the next Request Action event to arrive.
      ●   After a time equal to Action timeout multiplied by a constant
          (i.e. the TCP timeout) has passed without receiving any
          Request Action event from the APF, it shuts down the
          connection.

   Else a new connection is necessary to resume the playing-
    session with its own avatar.

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Conclusions

   To prevent mobile gamers from unpleasant experiences on
    unreliable networks, we enhance the stack TCP/IP
    implementing a playing-session level through a PF.

   Coupling the playing-session management with the
    reproduction of the players’ behavior improves the equity of
    the system and the speed of evolution of the game.

   We combined PF with SPADES offering also an environment
    for further studies.

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Future Works

   We are not sure whether the suggested timeout policies are the
    best ones
       with this in mind, we are planning another campaign to
        catalogue them.

   Demonstrating the efficacy of the PF at the game level:
       taking the same number of events (for each avatar)
         promotes the same chance to win.

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Riferimenti

Ambienti Virtuali e Giochi “Vivere una Vita Alternativa dentro un Ambiente Sintetico”
http://www.cs.unibo.it/~scacciag/home_files/teach/ambientivirtuali.pdf
Vite Parallele
http://www.videoludica.com/news.php?news=201
Project Entropia
http://www.entropiauniverse.com
Second Life
http://secondlife.com
World of Warcraft
http://www.worldofwarcraft.com
Hive7
http://www.hive7.com/

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Riferimenti
S. Cacciaguerra, S. Mirri, P. Salomoni & M. Pracucci Wandering About the City, Multi-Playing a Game, in Proc. the 2nd IEEE
International Workshop on Networking Issues in Multimedia Entertainment , Las Vegas (USA), January 2006.

S. Cacciaguerra, C. Cagneschi & R. Fabbri The Architectonical Design of Virtual Environments Fuels a new Form of the
WWW, in Proc. European Simulation and Modelling Conference 2005, Porto (Portugal), October 2005.

S. Cacciaguerra, M. Roffilli Agent-based participatory simulation activities for the emergence of complex social behaviours, in
Proc. of AISB05, Social Intelligence and Interaction in Animals, Robots and Agents, Hatfield, (England), April 2005.

S. Cacciaguerra, S. Mirri, P. Salomoni & M. Baldassarri Almost Blue: The Design of a Cooperative Game by Integrating
Accessible Interaction, in Proc. of Euromedia 2005 Toulouse, (France), April 2005.

S. Cacciaguerra , M. Roccetti & P. Salomoni, Multimedia Entertainment Applications, in Encyclopedia of Multimedia, ((B.
Furht Ed.), Springer, 2005, 510-518, included also "Digital Cinema", "In-home, In-car, In-flight Entertainment", "Interactive
Story Telling".

S. Ferretti, M. Roccetti & P. Salomoni On-line Gaming, in Encyclopedia of Multimedia, (B. Furht Ed.), Springer, January
2006, 653-660, included also “Dead Reckoning”, “Fairness in Online Games”, “Game Accessibility”, “Game Event
Synchronization”.

K. Mitchell, D. McCaffery, G. Metaxas, J. Finney, S. Schmid, A. Scott, “Six in the city: introducing Real Tournament - a
mobile IPv6 based context-aware multiplayer game,” Proc. of the 2nd workshop on Network and system support for games,
ACM press, 2003, pp. 91-100.

To appear

S. Cacciaguerra e M. Roffilli, The Artificial Intelligence promotes Internet communities.

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