Leaderboards and other game elements are present in many online environments, not just in videogames. When such environments have relatively few users, the implementation of those leaderboards is not usually a problem; however, that is no longer the case when they have dozens of thousands or more. For those situations we propose a method that is easy and cheap to implement. It is based on two particular data structures, a Self-Balanced Ordering Statistic Tree and a hash table, to perform proper leaderboard calculations in a fast and cheap way. More specifically, our proposal has <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" id="M1"><mml:mi>O</mml:mi><mml:mo stretchy="false">(</mml:mo><mml:mrow><mml:mrow><mml:msub><mml:mrow><mml:mi mathvariant="normal">log</mml:mi></mml:mrow><mml:mrow><mml:mn mathvariant="normal">2</mml:mn></mml:mrow></mml:msub></mml:mrow><mml:mo></mml:mo><mml:mrow><mml:mi>N</mml:mi></mml:mrow></mml:mrow><mml:mo stretchy="false">)</mml:mo></mml:math> time complexity, whereas other approaches also based on in-memory data structures like linked lists have <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" id="M2"><mml:mi>O</mml:mi><mml:mo stretchy="false">(</mml:mo><mml:mi>N</mml:mi><mml:mo stretchy="false">)</mml:mo></mml:math>, and others based on Hard Disk Drive operations like a relational database have <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" id="M3"><mml:mi>O</mml:mi><mml:mo stretchy="false">(</mml:mo><mml:mi>N</mml:mi><mml:mrow><mml:mrow><mml:msub><mml:mrow><mml:mi mathvariant="normal">log</mml:mi></mml:mrow><mml:mrow><mml:mn mathvariant="normal">2</mml:mn></mml:mrow></mml:msub></mml:mrow><mml:mo></mml:mo><mml:mrow><mml:mi>N</mml:mi></mml:mrow></mml:mrow><mml:mo stretchy="false">)</mml:mo></mml:math>. Such improvement with regard to the other approaches is corroborated with experimental results for several scenarios, also presented in this paper.
Tópico:
Educational Games and Gamification
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2
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FuenteInternational Journal of Computer Games Technology