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On the impact of delay on real-time multiplayer games
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Source International Workshop on Network and Operating System Support for Digital Audio and Video archive
Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video table of contents
Miami, Florida, USA
SESSION: Network Issues for Video and Games table of contents
Pages: 23 - 29  
Year of Publication: 2002
ISBN:1-58113-512-2
Authors
Lothar Pantel  Pantronics
Lars C. Wolf  Technical University Braunschweig
Sponsors
ACM: Association for Computing Machinery
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
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ABSTRACT

Multiplayer games, i.e., games where several persons interact simultaneously over networks like the Internet, receive much interest. One of the reasons is that competing with human counterparts is typically considered as much more interesting and challenging than playing just against a computer.A major problem of network-based multiplayer games is caused by the network transmission delay. This means that it takes a while until information, e.g., about the movement of the opponents objects and their new position, reaches the receivers. This delay causes several difficulties and leads to paradoxical situations. For example, consider a racing game with two players, shortly after the start both believe that they have the lead because it takes a while until the position of the counter player reaches the local player. Approaches to provide for a global consistent state of the game by introducing a local presentation delay have been proposed, however, these increase the application-level delay even more.Therefore, it is important to investigate the impact such delays can have on the performance of multiplayer games and the attractiveness of these games for the human players. Such a study is the purpose of this work. We concentrate on real-time games for the Internet where significant delays can occur. The evaluation is performed through measurements using a car racing simulator.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Lothar Pantel: "Approaches for the Treatment of End-to-End Delay within Multiplayer Games" (in German), Studienarbeit, TU Darmstadt, 2000.
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R. Steinmetz und C. Engler: 'Human Perception of Media Synchronization", Technical Report 43.9310, IBM European Networking Center Heidelberg, Heidelberg, Germany, 1993.
 
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Jose Pablo Zagal, Miguel Nussbaum, Ricardo Rosas: "A Model to Support the Design of Multiplayer Games", Presence, Vol. 9, No. 5, October 2000, pp. 448--462.

CITED BY  54
 
 
 
 
 
 
 
 
 

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Lothar Pantel: colleagues
Lars C. Wolf: colleagues

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