Locally-Adaptive Virtual Environments in Persistent-state Multi-player Games

We present a generic model for adaptation in large scale, persistent state computer games that allows the virtual world to change automatically, with reasonable eciency . We demonstrate the utility of our technique through two dieren t forms of dynamic common game content: 1) a basic weather cycle that adapts wind, rain and water accumulation to variations and changes in a large-scale terrain, and 2) a simple reputation system that allows agents in the virtual world to respond appropriately to a player’s actual behaviour in a game.