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Summary: Visualizing Competitive Behaviors in Multi-User Virtual Environments
Nate Hoobler
University of Virginia
Greg Humphreys
University of Virginia
Maneesh Agrawala
Microsoft Research
Figure 1: In first-person games, observation modes are typically restricted to an over-the-shoulder chase camera (left) or a floating-
player view (center). Both views make it very difficult to understand complex team-oriented actions that have an inherent global
nature. We present a novel game observation system (right) that extracts high-level semantic information about the action taking
place in a game and displays it visually. By emphasizing important low-level details and overlaying them with high level action
summaries, we provide a unique and insightful new view of the environment and behaviors therein. Using our system, it can now
be seen that the red team is holding the bridge at the center of the map against a frontal assault by blue, but is also being flanked
from the North by a lone blue player.
ABSTRACT
We present a system for enhancing observation of user interactions
in virtual environments. In particular, we focus on analyzing behav-
ior patterns in the popular team-based first-person perspective game
Return to Castle Wolfenstein: Enemy Territory. This game belongs
to a genre characterized by two moderate-sized teams (usually 6 to
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