Research Article

Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game

Table 1

Parameter space.

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