Saved in:
Bibliographic Details
Main Authors: Peché, Jonas, Tsishurou, Aliaksei, Zap, Alexander, Wallner, Guenter
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2507.19193
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866913959803617280
author Peché, Jonas
Tsishurou, Aliaksei
Zap, Alexander
Wallner, Guenter
author_facet Peché, Jonas
Tsishurou, Aliaksei
Zap, Alexander
Wallner, Guenter
contents A central area of interest in many competitive online games is spatial behavior which due to its complexity can be difficult to visualize. Such behaviors of interest include not only overall movement patterns but also being able to understand which player or team is exerting control over an area to inform decision-making. Map control can, however, be challenging to quantify. In this paper, we propose a method for calculating frontlines and first efforts towards a visualization of them. The visualization can show map control and frontlines at a specific time point or changes of these over time. For this purpose, it utilizes support vector machines to derive frontlines from unit positions. We illustrate our algorithm and visualization with examples based on the team-based online game World of Tanks.
format Preprint
id arxiv_https___arxiv_org_abs_2507_19193
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Where are the Frontlines? A Visualization Approach for Map Control in Team-Based Games
Peché, Jonas
Tsishurou, Aliaksei
Zap, Alexander
Wallner, Guenter
Human-Computer Interaction
A central area of interest in many competitive online games is spatial behavior which due to its complexity can be difficult to visualize. Such behaviors of interest include not only overall movement patterns but also being able to understand which player or team is exerting control over an area to inform decision-making. Map control can, however, be challenging to quantify. In this paper, we propose a method for calculating frontlines and first efforts towards a visualization of them. The visualization can show map control and frontlines at a specific time point or changes of these over time. For this purpose, it utilizes support vector machines to derive frontlines from unit positions. We illustrate our algorithm and visualization with examples based on the team-based online game World of Tanks.
title Where are the Frontlines? A Visualization Approach for Map Control in Team-Based Games
topic Human-Computer Interaction
url https://arxiv.org/abs/2507.19193