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.
Domains
Computer Science [cs]Origin | Files produced by the author(s) |
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