| Accuracy in dead-reckoning based distributed multi-player games |
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Network and System Support for Games
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Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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Portland, Oregon, USA
SESSION: User experience
table of contents
Pages: 161 - 165
Year of Publication: 2004
ISBN:1-58113-942-X
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Authors
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Sudhir Aggarwal
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Florida State University, Tallahassee, FL
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Hemant Banavar
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Florida State University, Tallahassee, FL
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Amit Khandelwal
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Florida State University, Tallahassee, FL
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Sarit Mukherjee
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Lucent Technologies Bell Laboratories, Holmdel, NJ
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Sampath Rangarajan
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Lucent Technologies Bell Laboratories, Holmdel, NJ
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| Bibliometrics |
Downloads (6 Weeks): 11, Downloads (12 Months): 76, Citation Count: 15
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ABSTRACT
Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dead reckoning vector contains the current position of the entity and the velocity components. When a participating player receives a vector, traditionally it puts the entity at the current position specified by the vector and starts projecting the path of the entity from that point using the local clock of the receiver. In this paper we show that this traditional method of usage of dead reckoning vector brings in inaccuracy in the receivers' rendering of the entity. This inaccuracy can be substantial even with low network delay between the sender-receiver pairs and increases with network delay. We propose the use of globally synchronized clocks among the participating players and a time-stamp augmented dead reckoning vector that enables the receiver to render the entity accurately. We modified the popular game BZFlag with this technique, and compared the accuracy seen in game playing using the traditional method and the proposed technique. We conducted several types of experiments varying the frequency of generation of dead reckoning vectors and the delay between the sender and the receivers. The experiments show significant quantitative improvement in accuracy even for 100ms delay between the sender-receiver pairs and appreciable qualitative improvement in game playing experience.
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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Katherine Guo , Sarit Mukherjee , Sampath Rangarajan , Sanjoy Paul, A fair message exchange framework for distributed multi-player games, Proceedings of the 2nd workshop on Network and system support for games, p.29-41, May 22-23, 2003, Redwood City, California
[doi> 10.1145/963900.963903]
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