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Towards statistical client prediction - analysis of user behavious in distributed interactive media

McCoy, Aaron,Delaney, Declan,McLoone, Seamus,Ward, Tomas E.

Abstract

Distributed interactive media such as networked multiplayer computer games offer users the opportunity to interact and share experiences within a virtual environment. More often than not, these interactions are required to be performed in real-time, a constraint which poses problems given the underlying network capabilities used to transmit information. In these real-time distributed systems, the amount of information that needs to be shared between participants in order to maintain complete game-state fidelity is too large. As a result, trade-offs must be made over what information requirements are necessary to maintain a level of consistency that will provide adequate quality of interaction for the users. One possible solution to this problem is the use of statistical modeling techniques that attempt to capture the individual behaviour of system users. These models can then be used to predict the likely future behaviour for the users, thus reducing the shared information requirements. In this paper we present some preliminary analysis of the behaviour of users within a distributed interactive application, with a goal towards future work of attempting to develop and incorporate statistical models of user behaviour for the purpose described above.

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© IJIGS/Uni e si y o Wol e hamp on/EUROSIS TOWARDS STATISTICAL CLIENT PREDICTION – ANALYSIS OF USER BEHAVIOUR IN DISTRIBUTED INTERACTIVE MEDIA Aa on McCoy*, Declan Delaney^, D . Seamus McLoone* and D . Tomás Wa d* *Depa men o Elec onic Enginee ing, ^Depa men o Compu e Science Na ional Uni e si y o I eland Maynoo h Maynoo h, Co. Kilda e I eland E-mail: [email protected] KEYWORDS Dis ibu ed in e ac i e media, To que game engine, Time- se ies da a analysis, Beha iou al modeling, S a is ical clien p edic ion, Ne wo ked mul iplaye games, Dead- eckoning. ABSTRACT Dis ibu ed in e ac i e media such as ne wo ked mul iplaye compu e games o e use s he oppo uni y o in e ac and sha e expe iences wi hin a i ual en i onmen . Mo e o en han no , hese in e ac ions a e equi ed o be pe o med in eal- ime, a cons ain which poses p oblems gi en he unde lying ne wo k capabili ies used o ansmi in o ma ion. In hese eal- ime dis ibu ed sys ems, he amoun o in o ma ion ha needs o be sha ed be ween pa icipan s in o de o main ain comple e game-s a e ideli y is oo la ge. As a esul , ade-o s mus be made o e wha in o ma ion equi emen s a e necessa y o main ain a le el o consis ency ha will p o ide adequa e quali y o in e ac ion o he use s. One possible solu ion o his p oblem is he use o s a is ical modeling echniques ha a emp o cap u e he indi idual beha iou o sys em use s. These models can hen be used o p edic he likely u u e beha iou o he use s, hus educing he sha ed in o ma ion equi emen s. In his pape we p esen some p elimina y analysis o he beha iou o use s wi hin a dis ibu ed in e ac i e applica ion, wi h a goal owa ds u u e wo k o a emp ing o de elop and inco po a e s a is ical models o use beha iou o he pu pose desc ibed abo e. INTRODUCTION Dis ibu ed in e ac i e media (DIM) such as ne wo ked mul iplaye games a e p one o quali y-o -in e ac ion and scalabili y p oblems as a consequence o non-ideal communica ion in as uc u e cha ac e is ics such as ne wo k la ency and bandwid h. This well-known p oblem is gene ally deal wi h h ough ca e ul en i y s a e upda e p ocedu es ha il e he game-s a e based on c i e ia such as clien ele ancy o s a e changes. An example o he o me is a ea-o -in e es echniques (Singhal 1999) while examples o he la e a e del a-comp ession (Van Hook e al. 1994) and dead- eckoning (IEEE 1993). In addi ion QoS echniques a e some imes used o ensu e ha all pa icipa ing clien s a e gi en su icien ne wo k esou ces o mee quali y- o -in e ac ion c i e ia (In e ne 2 2004). The communica ion o game s a e changes is he key issue in all o he abo e and he games indus y-s anda d echniques a e based chie ly on a ian s o dead- eckoning, which is an example o an en i y s a e ex apola ion mechanism. Ra he han upda ing en i ies o e he ne wo k once pe simula ion loop (which we will e e o as he game loop) all clien s in he DIM main ain a local model, usually a linea ex apola ion, o en i y dynamics. This model is only upda ed when he clien esponsible o he en i y de e mines ha he di e ence be ween he ue en i y s a e and ha o he model as used by all o he clien s has de ia ed by some p e-de ined h eshold amoun . Only his upda e hen needs o be ansmi ed o all he pa icipa ing clien s hence educing he numbe o packe s equi ed o main ain a ole able ideli y ac oss he DIM. Such a echnique ob iously helps educe bandwid h equi emen s and he e o e aids in scalabili y. Mo e sub ly i also aids in he educ ion o communica ion la ency, one o he key ac o s in main aining a high quali y o in e ac ion o he use . This is appa en i we look a he indi idual componen s which make up la ency in dis ibu ed in e ac i e media o any pa icula link be ween wo pa icipa ing clien s i and j : ij ij ij cij O B K++=Τ τ (1) whe e K ep esen s he gene a ion a e o s a e in o ma ion du ing he global gameloop in bi s pe second and B is he bandwid h o he link o he pa icula clien in ques ion. τc ep esen s he physical p opaga ion delay. O ep esen s all o he p ocessing o e heads. Ob iously h ough an inc ease in link bandwid h o a educ ion in K he la ency can be educed. I is h ough such in o ma ion a e educ ion echniques such as in dead- eckoning ha la ency p oblems can be deal wi h in DIM. Recen ly in an a emp o u he imp o e he powe o en i y s a e upda e mechanisms using he concep o s a e ex apola ion, a echnique known as he hyb id model app oach has been p oposed (Delaney e al. 2003). This concep is e y powe ul and ye qui e simple. In his pa adigm en i y s a e a e ex apola ed based on a combina ion o low o de sho e m ex apola ion and longe e m s a is ical in e ence. Essen ially he echnique elies on ex apola ing s a e changes based on p e ious examples o s a e beha iou in simila ci cums ances. In he absence o good in o ma ion on ypical s a e changes o an en i y, he model is swi ched o simple low o de ex apola ion as in dead- eckoning. By swi ching be ween he wo models, hence he e m hyb id model, en i y s a es can be ex apola ed u he han cu en ly possible unde dead- eckoning and o he en i y s a e ex apola ion schemes. Fu he , in he absence o good s a is ical in o ma ion, long- © IJIGS/Uni e si y o Wol e hamp on/EUROSIS e m heu is ic models can be used in lieu as p o ided by he DIM designe . Consequen ly he echnique has supe io pe o mance o dead- eckoning alone as demons a ed in (Delaney e al. 2003). Howe e o he echnique o ealize i s po en ial in he ield o DIM i is impe a i e ha echniques and me hods should be de eloped o i s o all ecognize, and second o all ep esen , such s a is ical models. All wo k in his a ea so a has concen a ed on demons a ing he concep o ixed s a is ical spa ial models ha na u ally a ise ou o s a ic na iga ion asks in ypical DIAs (Ma shall 2004). We a e cu en ly s udying he possibili y o au oma ic ecogni ion o s a is ically simila beha iou among en i y dynamics in impo an classes o DIM. In a p e ious pape we ha e shown ha pa e ns o beha iou eme ge o human-human in e ac ion in such DIM (McCoy 2004). Howe e , in an a emp o b idge he mo e solid s a is ical ca ego iza ion ha a ose ou o ixed spa ial models wi h such pa e ns, an in e media e s udy has been conduc ed in which he eac i e coupling be ween human agen s has been loosened h ough he in es iga ion o in e ac ion be ween human use s and ini e-s a e machine- d i en agen s (BOTS). This pape epo s on wo k done on his a ea so a in explo ing such human use beha iou in hese mul iplaye compu e games. I is hoped ha h ough he analysis o such beha iou ha ca ego iza ion can be de e mined wi h he goal in mind ha s a is ically simila pa e ns o beha iou can be ecognized and ul ima ely exploi ed o p edic u u e beha iou in o de o p e-emp games a e changes ahead o ime and so educe la ency p oblems in such DIM h ough bo h upda e packe a e educ ion and pe haps p e-emp i e ansmission. TEST ENVIRONMENT AND TEST SCENARIOS We use he To que Game Engine om Ga ageGames (Ma shall 2004) o cons uc simple es en i onmen s and es scena ios. This allows us o pe o m expe imen s in a ela i ely con olled manne , and p o ides us wi h he abili y o eco ding in o ma ion. Du ing a use ’s in e ac ion wi hin he es en i onmen , a ious da a is ime-s amped and collec ed in a log ile o subsequen analysis. Fi s ly, 3- dimensional posi ional da a o each use is eco ded a egula sampling in e als (a he a e o a leas 1 He z, bu usually highe ), allowing us o econs uc a use ’s posi ional s a e o e ime wi h espec o ha o ano he use and any e en s ha occu . This posi ional da a is ep esen ed as ime- se ies da ase s o analysis, examples o which can be seen in he esul s and da a analysis sec ion. Secondly, di ec in e ace con ol in e ac ions (i.e. keyboa d and mouse bu on p esses) pe o med by he use o con ol hei playe onsc een a e ime-s amped and eco ded whene e hey occu ( his consis s o p ima ily mo emen and weapon i ing ins uc ions). This allows us o econs uc a use ’s con ol sequence o ac ions wi h espec o any e en s ha occu . Gi en he limi ed complexi y o ou es en i onmen desc ibed below, he only e en s which we a e conce ned wi h he e a e bo h weapon i ing e en s and disabled e en s (whe e one use is disabled by weapons i e om ano he ), and hese a e eco ded and ime-s amped when hey occu . The es en i onmen ha we used o he expe imen s epo ed in his pape is a simple enclosed en i onmen consis ing o se e al building and owe like s uc u es along wi h se s o ees and ocks. These p o ide some isual s imula ion o he use s and also helps obscu e hei iew in ce ain a eas, o cing hem o mo e abou . The expe imen s a e pe o med in he s yle o a Fi s -Pe son Shoo e (FPS) game, whe eby use s in e ac wi h he en i onmen as hough hey we e looking h ough he eyes o hei playe (see Figu e 1). FPS games a e one o he mos popula gen es o games cu en ly in he ma ke , and hei ne wo ked mul iplaye capabili ies make hem on ob ious choice o esea ch in o dis ibu ed in e ac i e sys ems in gene al. Figu e 1: In-game sc eensho o he es en i onmen . Tes Scena io 1 This was a simple es scena io se up wi h he in en ion o analyzing he beha iou o a use owa ds a pseudo-dynamic goal. A he beginning o he game, he use is spawned andomly inside one o he buildings. In addi ion, a compu e con olled opponen ( ypically e e ed o as a ‘bo ’) is spawned andomly a one o he p ede ined pa hnodes ha we e placed be o ehand h oughou he en i onmen . These pa hnodes join oge he o o m a pa h ne wo k, and his pa h ne wo k is a e sed by he bo pa hnode-by-pa hnode (a ep esen a ion o his pa h ne wo k can be seen below in Figu e 2). The bo is se on a looping un so ha all i does is cons an ly ollow he pa h o e and o e again – no a i icial ‘ hinking’ o eac ing occu s o he bo . The goal o he use in his case is o disable he bo a speci ied numbe o imes using hei weapon be o e he speci ied ime-limi uns ou . The use is encou aged o sco e as high as possible o e a numbe o uns such ha mo e ypical ocused beha iou is exhibi ed a he han ca e ee wande ing h ough he en i onmen . This is so as o eplica e he ypical condi ions unde which FPS games ope a e. Typical beha ou ial pa e ns we would expec o see should be a ge seeking, pu sui and i ing ac ion. Such classes o beha iou a e use ul labels (albei no always clea ly dis inguishable) and ha e been applied wi h some success in ou p e ious wo k (McCoy 2004). © IJIGS/Uni e si y o Wol e hamp on/EUROSIS Figu e 2: Pa h ne wo k used o na iga ion by he bo . Tes Scena io 2 This es scena io was se up wi h he in en ion o analyzing he use ’s beha iou owa ds a bo ha had limi ed eac i e capabili ies owa ds hei own ac ions, namely he abili y o i e i ’s own weapon and damage he use . I was se up in exac ly he same manne as desc ibed o es scena io 1, wi h he excep ion ha he bo is gi en a senso ield ha can be used o de ec he p esence o he use . I he use comes wi hin he bo ’s senso ield and wi hin di ec line-o -sigh (LOS) o he bo , he bo is ins uc ed o i e i ’s weapon in he di ec ion o he use . I he use goes ou o LOS o he bo o ou o i ’s senso ield adius, hen he bo is ins uc ed o s op i ing i ’s weapon. The mo emen capabili y o he bo is ixed as in es scena io 1, meaning ha i ne e de ia es i ’s posi ion o o he pa h ne wo k on which i na iga es h ough he en i onmen , ega dless o whe he i is cu en ly i ing i ’s weapon a he use o no . Again, he goal o he use in his case is o disable he bo a speci ied numbe o imes be o e he ime-limi is eached. Unlike es scena io 1 howe e , i was now possible o he bo o win he game by disabling he use he speci ied numbe o imes. The mo i a ion o his es scena io is o de e mine i any esul an de ensi e o e asi e beha iou can be ecognized in addi ion o hose beha iou s s a ed o he p e ious scena io. RESULTS AND DATA ANALYSIS In his sec ion, we shall p esen a speci ic selec ion o esul s aken om da a ha was collec ed o use s o a ying ‘expe ise’ wi h ega d o no only his pa icula es en i onmen , bu also wi h compu e games in gene al and FPS speci ic games. Each use was asked o play a numbe o successi e games in each es scena io, and hey we e gi en a speci ic sco e ha hey had o each o comple e he game. Tes Scena io 1 Figu es 3-5 below p esen s a e da a o e ime o se e al di e en use s o a ying abili y. In each igu e, he i s 3 subplo s p esen posi ional da a o he use (Playe 1) and he bo (Playe 2), and a e b oken in o x, y and z coo dina es and plo ed sepa a ely. O e laid on each o hese a e solid e ical lines ep esen ing each poin in ime whe e he use disabled he bo , and hese lines allow us o segmen he da a in o pa i ions. The inal subplo wi hin each igu e uses solid e ical lines o ep esen each poin in ime whe e he use i ed hei weapon. In Figu es 9-11, we ha e plo ed he ela i e posi ion o he use wi h espec o he bo (i.e. aking he bo ’s posi ion as he o igin o each ime-s ep). Each o he da a pa i ions a e plo ed indi idually, wi h a da k ci cle ep esen ing he s a ing posi ion o he use , and a da k ‘x’ ma king hei end posi ion (i.e. when hey disabled he bo ). F om isual inspec ion o Figu e 3 (no ice use ), we can see se e al a eas whe e he posi ional da a o he use and he bo seem o co ela e highly, wi h one essen ially ‘ ollowing’ he o he one. This co esponds o a pu sui s a egy, whe e he use has ound he bo and is now pu suing hem wi h he in en ion o disabling hem ( om ime 50 o 100 o ins ance). I is in e es ing o no e ha his is less p onounced in he da a o he ad anced and expe use . The p ima y eason o his is ha hese use s end o wai in a cen al a ea and le he bo come o hem a he han engage in pu sui , due o he ac ha hey o en quickly lea n he ixed mo emen pa e n o he bo along he pa h ne wo k. As a esul , hei mo emen pa e ns end o display signi ican ly less a ia ion han ha o he no ice use . Also, hey end o ake less ime disabling he bo han less expe ienced use s. This is e iden om he shoo ing e en s seen in each igu e, whe e we see ha he no ice use ends o i e hei weapon in la ge sp eads, while he mo e ad anced use s i e sho e , accu a e bu s s ha end o disable he bo quickly, as e idenced by he co ela ion be ween he shoo ing e en s and disabled e en s. Ob iously i he bo had lea ning beha iou o was con olled by ano he expe use such a ixed s a egy would only p o ide sho - e m esul s, as Playe 2 would soon adap o deal wi h his. Indeed i is his cons an in e play be ween a ious s a egies in he human-human case ha makes such online games bo h enjoyable o he use and di icul o p edic o esea che s (McCoy 2004). Ano he poin o in e es is he co ela ion o he dis ance be ween use and bo , he i ing e en s o he use , and he bo being disabled. In mos cases, we can see he posi ions con e ging close oge he igh be o e he bo is disabled, indica ing he use mo ing close owa ds he bo . This is pa icula ly e iden om inspec ion o Figu es 9-11, whe e we can see he con e gence o he use ’s ajec o ies ela i e o he bo (whe e each ajec o y s a s as a da k ci cle and wo ks i s way owa ds a da k ‘x’ ma ke ). This ag ees wi h ou in ui i e no ion ha in o de o disable he bo quicke , we should ge close o hem (pa icula ly in his case whe e he bo does no i e back). We also no ice he a iance in he ajec o ies ha appea unde di e en ci cums ances. Fo ins ance, long-winding ajec o ies ypically ep esen some andom o wande ing ype beha iou o a use , whe eas sho e mo e con e gen ajec o ies would o en ep esen a ack- ype beha iou . O in e es a e he ajec o ies ha appea o bo h di e ge and subsequen ly con e ge a he sha ply. These o en ep esen cases whe e a use has engaged he bo bu no disabled i , and ha ing lea ned he bo s p edic able mo emen s a egy, chooses no o pu sue i bu ins ead chooses o wai in a sui able a ea o ambush. © IJIGS/Uni e si y o Wol e hamp on/EUROSIS Figu e 3: S a e da a o e ime o a no ice use . Figu e 4: S a e da a o e ime o an ad anced use . Figu e 5: S a e da a o e ime o an expe use . Figu e 6: S a e da a o e ime o a no ice use . Figu e 7: S a e da a o e ime o an ad anced use . Figu e 8: S a e da a o e ime o an expe use . © IJIGS/Uni e si y o Wol e hamp on/EUROSIS Figu e 9: T ajec o y o no ice use ela i e o bo . Figu e 10: T ajec o y o ad anced use ela i e o bo . Figu e 11: T ajec o y o expe use ela i e o bo . Figu e 12: T ajec o y o no ice use ela i e o bo . Figu e 13: T ajec o y o ad anced use ela i e o bo . Figu e 14: T ajec o y o expe use ela i e o bo . Tes Scena io 2 Figu es 6-8 below p esen s a e da a o e ime o use s o a ying le el o abili y as in he p e ious sec ion. Howe e , he e we ha e chosen o omi he z posi ional da a subplo in a ou o a subplo showing he 3-dimensional Euclidean dis ance be ween he use and he bo a each ime s ep. As be o e, he i s wo subplo s o each igu e ep esen he x and y posi ional da a o bo h he use and he bo , o e laid wi h disabled e en s o bo h (unlike he las sec ion, which only showed disabled e en s o he bo ). Finally, he las subplo shows shoo ing e en s o bo h use and bo (whe e he shoo ing e en s o he use a e abo e he cen e line and he shoo ing e en s o he bo a e below he cen e line). Figu es 12-14 p esen plo s o he use ’s posi ion ela i e o he bo o each imes ep, as de ailed in he p e ious sec ion. F om inspec ion o he plo s, we can see ha in gene al he dis ance be ween he use and he bo ends o con e ge be o e a disabled e en occu s, implying he use mo ing close o he bo in an a emp o inc ease hei chances o disabling i . This is again e iden om he plo s o use ajec o ies ela i e o he bo (Figu es 12-14), whe e we can see he con e gence o he ajec o ies (al hough in he case o he expe use , i is less p onounced). These disabled e en s p o ide na u al pa i ions o he da a due o he andom espawning o a playe wi hin he en i onmen a e hey a e disabled, leading o jumps in he posi ional s a e ( andom espawning is a e y common sys em used in FPS game in gene al). In he case o he no ice use (Figu e 6), © IJIGS/Uni e si y o Wol e hamp on/EUROSIS we end o see less o he pu sui s a egy ha was so p ominen o es scena io 1 (Figu e 3). This is qui e e iden om he subplo showing shoo ing e en s, whe e we see bu s s o i ing sp ead apa , indica ing mo e apid engagemen s be ween use and bo a he han p olonged pu suing. Pa o he eason o his is ha because he bo now has he abili y o i e back, use s a e much mo e cau ious abou how hey app oach he bo , and o en like o hide behind co e and a emp o ‘ambush’ he bo as i na iga es along i ’s pa h ne wo k. I is in e es ing o no e he a ia ion in dis ance be ween use and bo o he case o he expe use , whe e we can see an ex ended pe iod o ime ( om 50 seconds onwa ds) du ing which dis ance con e ged bu subsequen ly di e ged, coupled wi h a easonably high deg ee o shoo ing e en s. This would indica e ha he use engaged he bo and subsequen ly b oke o hei a ack, bu did no engage he bo in di ec pu sui . Ra he , ha ing lea ned he bo ’s mo emen pa e n, hey mos likely wai ed o he bo o e u n on i s cou se and hen e-engage i , a which poin hey inally disabled he bo . This is consis en wi h he esul s shown in Figu e 14, whe e we can obse e he di e gence o he use ’s ajec o ies coupled wi h he subsequen con e gence, indica ing a sec ion o ime ha mos likely in ol ed mul iple pe iods o in e ac ion be ween use and bo . Also e iden is he ac ha he end poin s o he expe use ’s ajec o ies (ma ked by da k ‘x’ poin s) ha e a highe sp ead as opposed o bo h he no ice and ad anced use s (Figu es 12 and 13 espec i ely) – his would indica e g ea e accu acy on he pa o he expe use a disabling he bo wi h his weapon. CONCLUSION F om he esul s al eady shown o a numbe o use s i is clea ha ce ain pa e ns o beha iou do eme ge. In bo h es scena ios i is ha co ela ed dynamical beha iou can occu indica ing ha he espec i e en i y s a es canno be s a is ically independen . In in ui i e e ms his means o example ha i he a ge playe changes eloci y d ama ically i is o en he case ha he pu suing playe will do likewise. This a he ob ious obse a ion could be exploi ed in en i y s a e ex apola ion h ough p edic ing such changes whe e he con en ional pa adigm o dead- eckoning would ha e had o ansmi a packe indica ing a eloci y change. I may e en be possible o p eemp shoo ing e en s which con en ional echniques ha e no possibili y o p edic ing. In ano he s ep owa ds modeling he human- human in e ac ion ha is so impo an in DIM ano he in e media e s ep will be aken in which he bo can exhibi mo e human-like beha iou . This can be as simple as a hun ing and pu sui beha iou whe e he bo ha ing spo ed Playe 1 will a emp o close he dis ance be o e a emp ing o disable he opponen . Such beha iou should elici mo e in e es ing de ensi e o e asi e beha iou in he human use ha will be impo an o analyze. Fu he analysis along hese lines should yield insigh , ools and esul s ha will allow be e and mo e comp ehensi e analysis o human use s in e ac ing in he same en i onmen s. Consequen ly i will be possible o make be e guesses abou wha such use s may do nex and hence achie e quali y o in e ac ion and scalabili y bene i s o he dis ibu ed case. ACKNOWLEDGEMENT This ma e ial is based upon wo ks suppo ed by En e p ise I eland unde g an no. SC/2002/129/. REFERENCES Delaney, D., Wa d, T., and S. McLoone. 2003. “Reducing Upda e Packe s in Dis ibu ed In e ac i e Applica ions using a Hyb id App oach”. 16 h In e na ional Con e ence on Pa allel and Dis ibu ed Compu ing Sys ems (PDCS 2003). Augus 13-15, Reno, USA, pp.417-422. IEEE. 1993. IEEE S anda d o in o ma ion echnology – p o ocols o dis ibu ed simula ion applica ions: En i y in o ma ion and in e ac ion. IEEE S anda d 1278-1993. New Yo k: IEEE Compu e Socie y, 1993. In e ne 2. 2004. WebSi e: h p://www.in e ne 2.edu Ma shall, D., McCoy, A., Delaney, D., Wa d, T., and S. McLoone. 2004. “A Realis ic Dis ibu ed In e ac i e Tes bed o S a ic and Dynamic En i y S a e Da a Acquisi ion”. In P oceedings o The I ish Signals and Sys ems Con e ence 2004. June 30 - July 2, Bel as , No he n I eland, pp. 83 - 88. McCoy, A., Delaney, D., McLoone, S., and T. Wa d. 2004. “In es iga ing Beha iou al S a e Da a-Pa i ioning o Use - Modelling in Dis ibu ed In e ac i e Applica ions”. To appea in p oceedings o The 8- h IEEE In e na ional Symposium on Dis ibu ed Simula ion and Real Time Applica ions. Oc obe 21-23, Budapes , Hunga y. Singhal, S. and M. Zyda. 1999. Ne wo ked Vi ual En i onmen s: Design and Implemen a ion. Fi s Ed, Addison-Wesley, pp. 195 - 213. Van Hook, D.J., J.O. Cal in, and D.C. Mille . 1994. “A p o ocol independen comp ession algo i hm (PICA)”. Ad anced Dis ibu ed Simula ion Memo andum 20PM-ADS-005, MIT Lincoln Labo a o ies, Lexing on, MA. BIOGRAPHY Aa on McCoy ecei ed his B.Sc. deg ee om he Na ional Uni e si y o I eland, Maynoo h in 2002, specializing in compu e science and heo e ical physics. His main a eas o in e es a e dis ibu ed sys ems, ne wo ked i ual en i onmen s and he use o a i icial in elligence in in e ac i e games. He is cu en ly s udying o his PhD a NUI Maynoo h in he a ea o use modeling in Dis ibu ed In e ac i e Applica ions.