3.6.3 How turn-based and realtime would affect observations
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report.lyx
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report.lyx
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@ -2270,10 +2270,6 @@ status open
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Performance measurements
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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Tue apr 26, 9:15.
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Continue from here on.
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@ -6465,8 +6461,27 @@ In order to test the robustness of the GGS several different artificial
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users, so called bots, have been implemented.
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Each of these bots is programmed to play a game on the GGS as similar to
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a real user as possible.
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In the game Pong for example, the bot watches the ball and moves its pad
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up or down according to the position of the ball.
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\end_layout
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\begin_layout Standard
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Pong is a classic video game released by atari.
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Using the Pong for robustness testing has a few advantages.
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Being a real-time based game, the game state will be constantly broadcasted
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to all the players of a started Pong game in the GGS.
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Each time a Pong game has been started and two bots has joined to play,
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there should be clearly observable that the number of messages sent from
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the server per second has increased and be stable until a later Pong game
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has been started with two bots playing.
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If the game would have been turn-based, then the game state would only
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be broadcasted when a bot has made a turn.
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The time for a bot to make a turn would depend on the complexity of the
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current situation of the game.
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Because of the current situation varies as the game progress, also the
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time between each broadcasted game state varies throughout the game.
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This would make the observations during the robustness test say more about
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the game than the GGS.
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In the Pong game the bot watches the ball and moves its pad up or down
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according to the position of the ball.
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For the GGS there is no difference in serving a real user or a bot.
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\end_layout
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