3.6.3 How turn-based and realtime would affect observations

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Kallfaktorn 2011-05-13 14:38:27 +02:00
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Performance measurements Performance measurements
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Tue apr 26, 9:15. Tue apr 26, 9:15.
Continue from here on. Continue from here on.
@ -6465,8 +6461,27 @@ In order to test the robustness of the GGS several different artificial
users, so called bots, have been implemented. users, so called bots, have been implemented.
Each of these bots is programmed to play a game on the GGS as similar to Each of these bots is programmed to play a game on the GGS as similar to
a real user as possible. a real user as possible.
In the game Pong for example, the bot watches the ball and moves its pad \end_layout
up or down according to the position of the ball.
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Pong is a classic video game released by atari.
Using the Pong for robustness testing has a few advantages.
Being a real-time based game, the game state will be constantly broadcasted
to all the players of a started Pong game in the GGS.
Each time a Pong game has been started and two bots has joined to play,
there should be clearly observable that the number of messages sent from
the server per second has increased and be stable until a later Pong game
has been started with two bots playing.
If the game would have been turn-based, then the game state would only
be broadcasted when a bot has made a turn.
The time for a bot to make a turn would depend on the complexity of the
current situation of the game.
Because of the current situation varies as the game progress, also the
time between each broadcasted game state varies throughout the game.
This would make the observations during the robustness test say more about
the game than the GGS.
In the Pong game the bot watches the ball and moves its pad up or down
according to the position of the ball.
For the GGS there is no difference in serving a real user or a bot. For the GGS there is no difference in serving a real user or a bot.
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