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arXiv 0705.4584cs.CYcs.AIcs.MA
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模拟传染病在合成人群中的传播-大型多人在线游戏中的虚拟瘟疫

Modeling Epidemic Spread in Synthetic Populations - Virtual Plagues in Massively Multiplayer Online Games

Swedish Institute of Computer Science (SICS)(瑞典计算机科学研究所);The Royal Institute of Technology(皇家理工学院)

Magnus Boman, Stefan J. Johansson

摘要:

虚拟瘟疫是一种影响行为的属性在大型多人在线游戏(MMOG)中的角色之间传播的过程。MMOG个体构成了一个合成群体,游戏可以被视为一种用于研究疾病传播的交互式可执行模型,尽管是一种非常特殊的类型。对于维护MMOG的游戏开发者来说,识别、监控并最终控制虚拟瘟疫是很重要的,不管它是如何发起的。使用流行病学领域的工具、方法和理论来做到这一点的前景似乎是自然和诱人的。我们将讨论这种前景的可行性,首先考虑流行病学中使用的一些基本措施,然后指出现实世界的流行病和虚拟瘟疫之间的差异。我们还建议通过流行病学建模的MMOG开发控制的方向。我们的目标是了解虚拟瘟疫的特性,而不是试图消除它们或减轻它们的影响,就像真正的传染病一样。

英文摘要:

A virtual plague is a process in which a behavior-affecting property spreads among characters in a Massively Multiplayer Online Game (MMOG). The MMOG individuals constitute a synthetic population, and the game can be seen as a form of interactive executable model for studying disease spread, albeit of a very special kind. To a game developer maintaining an MMOG, recognizing, monitoring, and ultimately controlling a virtual plague is important, regardless of how it was initiated. The prospect of using tools, methods and theory from the field of epidemiology to do this seems natural and appealing. We will address the feasibility of such a prospect, first by considering some basic measures used in epidemiology, then by pointing out the differences between real world epidemics and virtual plagues. We also suggest directions for MMOG developer control through epidemiological modeling. Our aim is understanding the properties of virtual plagues, rather than trying to eliminate them or mitigate their effects, as would be in the case of real infectious disease.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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