PROGRAM

Proceedings
 
AT A GLANCE
 
    Tuesday, October 21st, 2008
8:00   Registration and Breakfast
8:45   Opening remarks
9:00   Cheat Detection
10:30   Break
11:00   Keynote
12:00   Lunch
1:30   Peer-to-Peer
3:00   Poster Session
4:00   Massively Multiplayer Online Games
6:00   Dinner
8:00   Game Jam
 
    Wednesday, October 22nd, 2008
8:30   Breakfast
9:00   Architectures
10:30   Break
11:00   Panel
12:00   Lunch
1:30   Bandwidth and Latency Reduction
3:00   Closing remarks
 
DETAILS
 
  Tuesday, October 21st, 2008
 
   (8:00)   Registration and Breakfast
 
   (8:45)   Opening Remarks (pdf, ppt)
 
   (9:00)   Cheat Detection
  Session chair: Daniel Zappala (Brigham Young University)
 
    A Peer Auditing Scheme for Cheat Elimination in MMOGs (slides)
Authors: Josh Goodman (McGill University)
  Clark Verbrugge (McGill University)
 
    Stealth Measurements for Cheat Detection in On-line Games (slides)
Authors: Wu-chang Feng (Portland State University)
  Ed Kaiser (Portland State University)
  Travis Schluessler (Intel)
 
    Game Bot Identification Based on Manifold Learning (slides)
Authors: Kuan-Ta Chen (Academia Sinica)
  Hsing-Kuo Kenneth Pao (National Taiwan University of Science and Technology)
  Hong-Chung Chang (National Taiwan University of Science and Technology)
 
   (10:30)   Break
 
   (11:00)   Keynote
 
    Technical Challenges Of Making A Video Game - "What could possibly go wrong?"
Speaker: Aubrey Hodges, Director of Audio, 38 Studios
Abstract: What technical challenges are commonly faced when making a video game and what is a winning strategy for overcoming them? This talk takes a closer look at how to make tools and pipelines that developers actually want to use. This is not be a theoretical discussion but rather a retrospective based on someone who has been through the process as it has evolved through the last 18 years.
Bio: Composer and Sound Designer Aubrey has been crafting audio for video games since 1991 and began his professional audio career in 1985. Hodges is credited as among the very first to use MIDI in a video game, the first to use sound effects in an online game and among the first to use General Midi in a video game. In 1991 Hodges accepted a position with Sierra-On-Line and worked on such classic series as Kings Quest, Space Quest, Quest for Glory, Conquest of the Longbow and Leisure Suit Larry. In search of a new challenge, Hodges accepted a position at Midway (San Diego) in 1993 to pursue console and arcade development where he served as Manager of Music Development for over a decade. During his tenure at Midway he had the pleasure of working on such popular series as Doom, Quake, NFL Blitz, Ready 2 Rumble, Defender, and many more. Hodges continued to challenge himself in accepting a position as Audio Director for EA Tiburon in April 2003. Prior to accepting the position at 38 Studios he managed the audio development on some of the most popular series of video games in the industry such as Madden NFL Football, NCAA Football, Nascar - Total Team Control, NFL Street, Arena Football, and Superman Returns. Mr. Hodges's music and sound design is heard in video games all over the world with a combined total of over 180 games totaling over 45 million units shipped since he began his career.
 
   (12:00)   Lunch
 
   (1:30)   Peer-to-Peer
  Session chair: Kuan-Ta Chen (Academia Sinica)
 
    A Case for Mutual Notification: A Survey of P2P Protocols for Massively Multiplayer Online Games (slides)
Author: Stephan Krause (Universität Karlsruhe)
 
    Efficient Triangulation for P2P Networked Virtual Environments (slides)
Authors: Eliya Buyukkaya (LIP6, University of Paris 6)
  Maha Abdallah (LIP6, University of Paris 6)
 
    Area-Based Gossip Multicast (slides)
Authors: Christian Seeger (Technische Universität Darmstadt)
  Patric Kabus (Technische Universität Darmstadt)
  Bettina Kemme (McGill University)
  Alejandro Buchmann (Technische Universität Darmstadt)
 
   (3:00)   Poster Session
 
      Peer Reviewed
 
    Quantifying the Effect of Content-based Transport Strategies for Online Role Playing Games (poster)
Authors: Chih-Ming Chen (National Taiwan University)
  Te-Yuang Huang (National Taiwan University)
  Kuan-Ta Chen (Academia Sinica)
  Polly Huang (National Taiwan University)
 
    Dragon Kill Points: Loot Distribution in MMORPGs (poster)
Authors: Ernst Gunnar Gran (Simula Research Laboratory)
  Sven-Arne Reinemo (Simula Research Laboratory)
 
    Dynamic Voice Communication Support for Multiplayer Online Games (poster)
Authors: Tomas Hildebrandt (KOM - TU Darmstadt)
  Sonja Bergsträßer (KOM - TU Darmstadt)
  Christoph Rensing (KOM - TU Darmstadt)
  Ralf Steinmetz (KOM - TU Darmstadt)
 
    A CAPTCHA System for Nintendo DS
Authors: Mohammad Shirali-Shahreza (Sharif University of Technology)
  Sajad Shirali-Shahreza (Sharif University of Technology)
 
    Action-specific Massive Multiplayer Online Role Playing Games Traffic Analysis: A Case Study of World of Warcraft (poster)
Authors: Mirko Suznjevic (University of Zagreb)
  Maja Matijasevic (University of Zagreb)
  Ognjen Dobrijevic (University of Zagreb)
 
      Invited
 
    TCP Enhancements for Interactive Thin-stream Applications (poster)
Authors: Andreas Petlund (Simula / University of Oslo)
  Kristian Evensen (Simula / University of Oslo)
  Pål Halvorsen (Simula / University of Oslo)
  Carsten Griwodz (Simula / University of Oslo)
 
   (4:00)   Massively Multiplayer Online Games
  Session chair: Maha Abdallah (LIP6, University of Paris 6)
 
    An Analysis of WoW Players' Game Hours (slides)
Authors: Pin-Yun Tarng (National Taiwan University)
  Kuan-Ta Chen (Academia Sinica)
  Polly Huang (National Taiwan University)
 
    Persistence in Massively Multiplayer Online Games (slides)
Authors: Kaiwen Zhang (McGill University)
  Bettina Kemme (McGill University)
  Alexandre Denault (McGill University)
 
   (6:00)   Dinner
 
   (8:00)   Game Jam
 
  Wednesday, October 22nd, 2008
 
   (8:30)   Breakfast
 
   (9:00)   Architectures
  Session chair: Carsten Griwodz (Simula / University of Oslo)
 
    A Hybrid Architecture for Massively Multiplayer Online Games (slides)
Authors: Jared Jardine (Brigham Young University)
  Daniel Zappala (Brigham Young University)
 
    Dynamic Server Allocation in a Real-Life Deployable Communications Architecture for Networked Games (slides)
Authors: Peter Quax (Hasselt University)
  Bart Cornelissen (Hasselt University)
  Jeroen Dierckx (Hasselt University)
  Gert Vansichem (Androme NV)
  Wim Lamotte (Hasselt University)
 
    Performance Analysis of Game World Partitioning Methods for Multiplayer Mobile Gaming (slides)
Authors: Kusno Prasetya (Bond University)
  Zheng da Wu (Bond University)
 
   (10:30)   Break
 
   (11:00)   Panel
 
    Industry Issues in Massively Multiplayer Online Games
 
Panelist: Chris Dyl, Chief Technology Officer, Turbine
Bio: Chris Dyl joined Turbine in April 1995 as one of Turbine's first employees. Considered a pioneer of the industry, his vision of massively multiplayer online role-playing games and the technology behind them has propelled Chris Dyl to the most senior ranks of the game development community. Today, he serves as the Chief Technology Officer and is the primary architect of Turbine's technology platform, including the state-of-the-art graphics, console, networking, and large-scale world-creation technologies. Chris leads the development team who enhances those systems and researches the next-generation of online technologies in order to ensure Turbine maintains its technology edge. Prior to Turbine, he attended Worcester Polytechnic Institute, where he studied physics and computer science.
 
Panelist: Darius Kazemi, President, Orbus Gameworks
Bio: Darius Kazemi runs Orbus Gameworks, a small company that builds game play data metrics tools to help developers keep track of what their players are doing in-game. Before Orbus, Darius analyzed gameplay metrics at Turbine, Inc., for MMORPGs, including Dungeons & Dragons Online and Lord of the Rings Online. He is also a technology officer for the IGDA Education SIG and a coordinator for the Boston IGDA Chapter. He writes about social networking and how to break into the game industry on his blog, Tiny Subversions.
 
Panelist: Jon Laff, Chief Technology Officer, 38 Studios
Bio: With more than a dozen years as an engineer in the video game industry, CTO Jon Laff has a proven track record in software design and technology leadership. Prior to joining 38 Studios, Laff was a senior systems engineer and lead engineer at Electronic Arts’ Montreal development house. Laff played a key role in growing the new studio and in developing its first AAA IP title, Army of Two. At EA Los Angeles, Laff was the lead engineer on Medal of Honor: European Assault and the Xbox lead engineer on Medal of Honor: Rising Sun. Prior to Electronic Arts, Laff served as a lead and senior software engineer at VR1/Jaleco Entertainment in Colorado, where he worked on MMO products Lost Continents and VR1 Crossroads, as well as other online titles including Ultracorps and Fighter Ace III. Laff’s extensive experience in the game industry spans a broad array of disciplines, including: online and networking, artificial intelligence, animation, audio, game authoring tools, optimization, game play systems, graphics, physics, relational databases and game server architectures. Laff holds two degrees from the University of Colorado at Boulder: a bachelor of science in computer science and a bachelor of arts in mathematics.
 
Panelist: Keith Thompson, Senior Staff Engineer, Sun Microsystems (Project Darkstar)
Bio: Keith Thompson is currently in Sun Labs as a member of Project Darkstar, an open source game and virtual world server platform. Before joining Project Darkstar he participated in several projects in the area of distributed computing including Project Caroline and Jini Technology. Prior to that, he has worked in diverse disciplines such as emulation, computer graphics, chip design, and operating systems. He holds a B.S. in Information and Computer Science from Georgia Tech.
 
   (12:00)   Lunch
 
   (1:30)   Bandwidth and Latency Reduction
  Session chair: Peter Quax (Hasselt University)
 
    Latency Reduction by Dynamic Core Selection and Partial Migration of Game State (slides)
Authors: Paul B. Beskow (Simula / University of Oslo)
  Knut-Helge Vik (Simula / University of Oslo)
  Pål Halvorsen (Simula / University of Oslo)
  Carsten Griwodz (Simula / University of Oslo)
 
    Tackling Online Game Development Problems with a Novel Network Scripting Language (slides)
Authors: Paul Sheppard (ITI Techmedia)
  George Russell (Codeplay Software Ltd)
  Rich Rowan (Codeplay Software Ltd)
  Verena Achenbach (Codeplay Software Ltd)
  Alastair F. Donaldson (Codeplay Software Ltd)
 
    Improving Application Layer Latency for Reliable Thin-stream Game Traffic (slides)
Authors: Andreas Petlund (Simula / University of Oslo)
  Kristian Evensen (Simula / University of Oslo)
  Pål Halvorsen (Simula / University of Oslo)
  Carsten Griwodz (Simula / University of Oslo)
 
   (3:00)   Closing Remarks