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Integrating Players, Reputation and Ranking to Manage Cheating in MMOGs

机译:整合玩家,声誉和排名以管理MMOG中的作弊行为

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摘要

In this paper, we propose an approach that uses in-game reputation as a solution to the problem of cheating in massively multiplayer online games. What constitutes cheating is however quite context-specific and subjective, and there is no universal view. Thus our approach aims to adjust to the particular forms of cheating to which players object rather than deciding a priori which forms of cheating should be controlled. The main feature of our approach is an architecture and model for maintaining player-based and context-appropriate trust and reputation measures, with the integration of these into the game's ranking system. When an avatar loses reputation, our approach intervenes to reduce its ranking. It is envisaged that players will come to attach value to reputation in its own right. We also present the results of relatively large-scale simulations of various scenarios involving sequences of encounters between players, with an initial implementation of our reputation and ranking model in place, to observe the impact on cheaters (and non-cheaters).
机译:在本文中,我们提出一种使用游戏中声誉来解决大型多人在线游戏中作弊问题的方法。但是,构成作弊的行为是特定于上下文和主观的,并且没有普遍的看法。因此,我们的方法旨在适应玩家反对的特定作弊形式,而不是先验地决定应控制哪种作弊形式。我们方法的主要特点是一种体系结构和模型,用于维护基于玩家和上下文的信任度和信誉度,并将其集成到游戏的排名系统中。当化身失去声望时,我们的方法会进行干预以降低其排名。可以设想,玩家将凭其自身权利为声誉赋予价值。我们还将展示各种场景的相对大规模仿真的结果,这些场景涉及玩家之间的相遇序列,并初步实施我们的声誉和排名模型,以观察对作弊者(和非作弊者)的影响。

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