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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