Research Article
Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game
| Parameter | Value | Description |
| | | Static distance threshold to differentiate between a player in battle or out of battle |
| | | Coefficient used in (14) to determine how much smaller we scale the strength of the friendly team |
| | | Maximum distance a player will aim to run towards or away from the friend epicenter depending on how strong each team is |
| | | Coefficient used to modify (introduced below and defined in Nomenclature) so that it is in the correct range |
| | | Upper bound on that ensures that there is always some transition that occurs from the old velocity to the new velocity |
| | | Sets how much of each follow and bravery velocity is used to create the resultant movement velocity if in battle |
| | | Sets how much of each follow and alignment velocity is used to create the resultant movement velocity if out of battle |
| | | Threshold angle used to determine the angle above which the change in velocity needs to be before a change in direction is registered |
| | | Minimum threshold of lag below which the EKB method is always used |
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