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1.
给出分布式游戏服务器中一种基于智能体的消息处理结构,提出一种公平的消息处理方法,使不同用户在不同网络时延的条件下,不需要用户和服务器之间的时间同步,就能够从游戏中获得一个相对公平的游戏效果,用户通过选择较近的服务器可以获得更好的公平性。实验结果表明,用户和服务器之间的时延抖动越小,消息的公平率越高。  相似文献   

2.
为了解决在三维游戏开发的过程中非玩家角色NPC(non-player-controlled character)精确瞄准问题,提出了一种智能旋转与命中判断的瞄准算法.给出了该瞄准算法中智能旋转和精确定位关键技术的详细描述,并结合非玩家角色坦克在三维游戏中的实际应用进行了相应的分析.实验结果表明了该瞄准算法的准确性、可行性和有效性,该算法能够在一定程度上提高游戏整体的运行效率.  相似文献   

3.
曹伟  孙明 《控制与决策》2019,34(4):891-896
针对一类离散时变多智能体系统,通过引入虚拟领导者产生期望轨迹的方法,将虚拟领导者和所有智能体组成固定的拓扑结构,在此基础上,提出一种离散时间迭代学习控制算法.该算法对多智能体系统中的每个智能体都设计一个控制器,各控制器都是利用上一次迭代时,该智能体与虚拟领导者之间的跟踪误差和该智能体与相邻智能体之间的跟踪误差,通过拓扑结构中通信权值的组合不断修正上一次的控制律,从而获得理想控制律.同时,基于范数理论严格证明所提出算法的收敛性,并给出算法在$\lambda$-范数意义下的收敛条件.该算法能够使离散时变多智能体的输出随着迭代次数的增加在有限时间区间内完全跟踪期望轨迹.理论分析和仿真结果都表明了所提出算法的有效性.  相似文献   

4.
文章提出了一种多智能体系统的合作模式,并给出了如何应用该合作模式的详细描述。将系统中智能体的语义属性采用实系数来定义,并将其以表格的形式采用一种新的处理不确定性问题通用的数学工具—柔集合理论来表示。由此,在一系列的建议候选合作的智能体中就可以在经过约简的柔集合表里直接计算进行选择,系统中采用自适应学习算法来体现多智能体系统运行历史记录和干预用户选择状态。  相似文献   

5.
大量用户将私密数据外包到云服务器上以缓解本地存储压力。为了保障数据的安全性,用户上传至云服务器前通常会执行数据加密处理,最后利用可搜索加密技术实现对密文数据的安全有效检索。然而,现有的方案通信模式通常是一对一的以及存在用户与云服务器间搜索交易的不公平性问题,即用户成功支付服务费后,云服务器并没有向用户返回正确且完整的检索结果。针对上述问题并考虑该场景下支持多用户检索的情况,提出一种基于国密算法的多用户公平可搜索加密方案。利用CP-ABE对属性私钥指定树形访问结构,实现密文数据的细粒度访问控制;然后,结合加解密效率高的SM4分组算法对数据集进行处理生成密文;最后根据区块链的公平机制以及智能合约自动执行的特点解决云服务器与用户之间的交易公平性问题,并且交易可追踪且不可逆转的特性使方案不需额外验证,从而减少计算开销。实验结果表明,所述方案在安全索引生成阶段耗时均处于毫秒级,对比传统方案具有优势;而且方案内的数据集增多,密文检索的效率并不随着线性增长,具有一定的稳定性。  相似文献   

6.
P2P MMOG中常采用多台服务器集群的结构来处理玩家的请求,但是,玩家在游戏中的走动、打斗常常使某些服务器超载,因此网络游戏系统应该具有一定的负载均衡能力,即能以较高的性能动态地将负载从超载节点迁移到轻载节点中。提出了一种在游戏动态运行过程中与系统空闲时的一种动态负载均衡算法。实验表明,该算法能够有效地均衡负载和提高系统性能。  相似文献   

7.
王卓  秦博东  徐雍  鲁仁全  魏庆来 《自动化学报》2020,46(10):2129-2136
通信网络的拓扑结构连通性是多智能体系统一致性控制或编队控制等的理论前提.以往, 各种多智能体系统一致性控制或编队控制方面的文献仅侧重于控制协议、智能体动力学模型和控制律设计, 而缺乏对多智能体通信网络拓扑结构的连通性研究.网络连通性高效判定算法不仅是大规模多智能体系统一致性控制或编队控制的保证, 而且在图论、现代移动通信、计算机与交通等各种网络中有着重要和广泛的应用.针对复杂无向网络的连通性问题, 本文给出了一种新的高效判定算法、以及该算法的时间复杂度和空间复杂度的上界.该算法具有非常低的时间复杂度和空间复杂度, 且便于计算机实现, 因而具有重要的理论意义和广泛的实用价值.  相似文献   

8.
一种基于多智能体进化的广义图染色算法   总被引:1,自引:0,他引:1  
基于对广义图染色问题的研究,提出了一种求解广义图染色问题的多智能体进化算法(multiagent evolutionary algorithm for T-coloring problem,简称MAEA-TCP),并将该算法应用到实际中的频率分配问题上,取得了良好的效果.该方法中每个智能体作为一个候选解被固定在智能体网格上,为了增加自身能量而与邻域当中的智能体展开竞争或者合作,同时智能体也可以利用自身的知识进行自学习来增加能量.根据广义图染色问题的特点,为智能体设计了3种算子:竞争算子、自学习算子和变异算子,以引导其进化,并用进化的方式来控制各算子,以协调智能体之间的相互作用.在实验中,分别使用大规模的随机图实例和费城实例来测试算法性能,同时给出参数测试结果和最佳取值区间.比较结果表明,该算法优于其他方法,具有良好的收敛性和实用价值.  相似文献   

9.
臧嵘  王莉  史腾飞 《计算机应用》2022,42(11):3346-3353
通信是非全知环境中多智能体间实现有效合作的重要途径,当智能体数量较多时,通信过程会产生冗余消息。为有效处理通信消息,提出一种基于注意力消息共享的多智能体强化学习算法AMSAC。首先,在智能体间搭建用于有效沟通的消息共享网络,智能体通过消息读取和写入完成信息共享,解决智能体在非全知、任务复杂场景下缺乏沟通的问题;其次,在消息共享网络中,通过注意力消息共享机制对通信消息进行自适应处理,有侧重地处理来自不同智能体的消息,解决较大规模多智能体系统在通信过程中无法有效识别消息并利用的问题;然后,在集中式Critic网络中,使用Native Critic依据时序差分(TD)优势策略梯度更新Actor网络参数,使智能体的动作价值得到有效评判;最后,在执行期间,智能体分布式Actor网络根据自身观测和消息共享网络的信息进行决策。在星际争霸Ⅱ多智能体挑战赛(SMAC)环境中进行实验,结果表明,与朴素Actor?Critic (Native AC)、博弈抽象通信(GA?Comm)等多智能体强化学习方法相比,AMSAC在四个不同场景下的平均胜率提升了4 ~ 32个百分点。AMSAC的注意力消息共享机制为处理多智能体系统中智能体间的通信消息提供了合理方案,在交通枢纽控制和无人机协同领域都具备广泛的应用前景。  相似文献   

10.
MMOG中常采用多台服务器集群的结构来处理玩家的请求.但是,玩家在游戏中的走动、打斗,常常使某些服务器超载.本文提出了一种介于局部和全局的轻载服务器寻找算法,并对算法进行详细的分析,使超载服务器能在短时间内找到合适的轻载服务器,保证了系统的实时性、一致性.  相似文献   

11.
手机游戏开发架构的研究   总被引:1,自引:0,他引:1  
传统手机游戏开发架构中存在着3个亟待解决的问题:一是单个服务器资源易于衰竭;二是多线程间的同步和互斥耗费资源严重;三是服务器不能弹性地管理线程资源.为解决这些问题,提出了一种新的手机游戏开发架构,并详细说明这一架构中的负荷迁徙模块、基于I/O完成端口的线程池模块和消息模块.该架构较好地解决了传统开发架构中单个服务器资源易于衰竭,多线程间的同步和互斥所引起巨大的系统资源开销,及服务器不能弹性地管理线程资源等问题.实验结果表明,新的架构具有较好的效果.  相似文献   

12.
In this paper, we carry out QoE (Quality of Experience) assessment of fairness between players in a networked game with olfaction. In the assessment, we investigate the influence of the time it takes for a smell to reach a player on the fairness. As the networked game, we deal with a fruit harvesting game in which two players play in a 3D virtual space, and we change the time it takes for a smell to reach a player by generating constant delays at two terminals. As a result, for example, we illustrate that the fairness is hardly damaged when the constant delays are smaller than about 500 ms.  相似文献   

13.
Serious digital games may be an effective tool for prosocial message dissemination because they offer technology and experiences that encourage players to share them with others, and spread virally. But little is known about the factors that predict players’ willingness to share games with others in their social network. This panel study explores how several factors, including sharing technology use, emotional responses, and game enjoyment, contribute to players’ decision to share the game Darfur is Dying, with others. College students played the game and completed questionnaires that assessed whether they had shared the games at two different time points: during game play and after game play. Positive emotions predicted sharing while students played the game, but negative emotions predicted whether the game was shared after initial game play. Game enjoyment predicted players’ intentions to share the game, but it did not predict actual sharing behavior. Neither players’ general use of sharing technologies nor their satisfaction related to sharing digital content predicted sharing intentions or behavior. These findings have implications for the study of viral social marketing campaigns, and serious game design and theory.  相似文献   

14.
In trading card games (TCGs), players create a deck of cards from a subset of all cards in the game to compete with other players. While online TCGs currently exist, these typically rely on a client/server architecture and require clients to be connected to the server at all times. Instead, we propose, analyze and evaluate Match+Guardian (M+G), our secure peer-to-peer protocol for implementing online TCGs. We break down actions common to all TCGs and explain how they can be executed between two players without the need for a third party referee (which usually requires an unbiased server). In each action, the player is either prevented from cheating or if they do cheat, the opponent will be able to prove they have done so. We show these methods are secure and may be shuffled into new styles of TCGs. We then measure moves in a real trading card game to compare to our implementation of M+G and conclude with an evaluation of its performance on the AndroidTM platform, demonstrating that M+G can be used in a peer-to-peer fashion on mobile devices.  相似文献   

15.
A load balancing scheme for massively multiplayer online games   总被引:1,自引:0,他引:1  
In a distributed MMOG (massively multiplayer online game) server architecture, the server nodes may become easily overloaded by the high demand from the players for state updates. Many works propose algorithms to distribute the load on the server nodes, but this load is usually defined as the number of players on each server, what is not an ideal measure. Also, the possible heterogeneity of the system is frequently overlooked. We propose a balancing scheme with two main goals: allocate load on server nodes proportionally to each one’s power and reduce the inter-server communication overhead, considering the load as the occupied bandwidth of each server. Four algorithms were proposed, from which ProGReGA is the best for overhead reduction and ProGReGA-KF is the most suited for reducing player migrations between servers. We also make a review of related works and some comparisons were made, where our approach performed better.  相似文献   

16.
Distributed Virtual Environments are becoming more popular in today’s computing and communications among people. Perhaps the most widely used form of such environments is Massively Multiplayer Online Games (MMOG), which are in the form of client/server architecture that requires considerable server resources to manage a large number of distributed players. Peer-to-peer communication can achieve scalability at lower cost but may introduce other difficulties. Synchronous communication is a prime concern for multi-user collaborative applications like MMOGs where players need frequently interaction with each other to share their game states. In this article, we present a hybrid MMOG architecture called MM-VISA (Massively Multiuser VIrtual Simulation Architecture). In this architecture, servers and peers are coupled together to take the inherent advantages of the centralized architecture and the scalability of distributed systems. As the virtual world is decomposed into smaller manageable zones, the players’ random movement causes reorganization at the P2P overlay structure. The frequent nature of movements along with unintelligent zone crossing approaches, currently implemented in MMOGs, breaks synchronous communication. To limit such problem, we consider players’ gaming characteristics to intelligently define routing paths. A graph-theoretic framework is incorporated for overlay oriented real-time distributed virtual environments. We shall show that interest-driven zone crossing, dynamic shared region between adjacent zones, and clustering of entities based on their attributes significantly decrease unstable overlay situations. The effectiveness of the presented system is justified through simulation.  相似文献   

17.
Previous studies have assessed the elements of a game design from game players’ viewpoints. Scant research has been conducted from the perspectives of both game players and game developers. This study explored the cognitive difference among game players and game developers in the importance of online game designs by employing the fuzzy analytic hierarchy process (FAHP) to analyze the importance of puzzle game designs. The online game design hierarchical framework comprising 3 systems, 9 components, and 29 factors was established. The research findings are summarized as follows: 1) System quality is the most crucial design component. 2) Game development should primarily focus on technology followed by aesthetics. 3) A gap exists in the perception of game players and game developers on the design component “service quality.” Finally, researchers can adopt the multiple criteria decision-making model used in this current study to rank the importance of design contents for cultural and creative industries.  相似文献   

18.
Since the expansion of their market and their challenging requirements, massively multiplayer online games are gaining increasing attention in the scientific community. One of the key factors in this kind of application is represented by the ability to rapidly deliver game events among the various players over the network. Employing in this context mirrored game server architectures and adapting RED (random early detection) techniques borrowed from network queuing management, we are able to show sensible benefits in upholding interactivity and scalability, whilst preserving game state consistency and game evolution fluency at the player's side.  相似文献   

19.
带大厅的网络象棋游戏的设计与实现   总被引:2,自引:0,他引:2  
以设计网络象棋游戏中心为基础,介绍客户大厅和服务器的功能和通讯过程,多线程阻塞式通讯的应用,提供了一个基于tcp连接的多线程客户与服务器的代码框架,该框架可用于棋牌类在线游戏中心的设计。  相似文献   

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