ABSTRACT

Queues frequently appear in game worlds. Sometimes they are obvious-like the queues formed by cars in a traffic jam or patients waiting to see a doctor. At other times, they are more difficult to identify-like the queues formed by items in the inventory of a merchant. M/M/1 queues arise when objects are added to, and removed from, a collection at random time intervals and can be used to model such processes even when the order of the objects is not important.