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Accuracy in dead-reckoning based distributed multi-player games
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Source Network and System Support for Games archive
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games table of contents
Portland, Oregon, USA
SESSION: User experience table of contents
Pages: 161 - 165  
Year of Publication: 2004
ISBN:1-58113-942-X
Authors
Sudhir Aggarwal  Florida State University, Tallahassee, FL
Hemant Banavar  Florida State University, Tallahassee, FL
Amit Khandelwal  Florida State University, Tallahassee, FL
Sarit Mukherjee  Lucent Technologies Bell Laboratories, Holmdel, NJ
Sampath Rangarajan  Lucent Technologies Bell Laboratories, Holmdel, NJ
Sponsors
ACM: Association for Computing Machinery
SIGCOMM: ACM Special Interest Group on Data Communication
Publisher
ACM  New York, NY, USA
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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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S.K. Singhal and D.R. Cheriton, "Exploiting Position History for Efficient Remote Rendering in Networked Virtual Reality," Presence: Teleoperators and Virtual Environments, vol. 4, no. 2, pp. 169--193, 1995.
 
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BZFlag Forum, "BZFlag Game," URL: http://www.bzflag.org.
 
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Z. B. Simpson, "A Stream Based Time Synchronization Technique for Networked Computer Games," URL: http://www.mine-control.com/zack/timesync/timesync.html.
 
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Y. W. Bernier, "Latency Compensation Methods in Client/Server In-game Protocol Design and Optimization," in Proc. of Game Developers Conference'01, 2001, URL: http://www.gdconf.com/archives/proceedings/2001/prog_papers.html.
 
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Nation Institute of Standards and Technology, "NIST Net," URL: http://snad.ncsl.nist.gov/nistnet/.

CITED BY  15

Collaborative Colleagues:
Sudhir Aggarwal: colleagues
Hemant Banavar: colleagues
Amit Khandelwal: colleagues
Sarit Mukherjee: colleagues
Sampath Rangarajan: colleagues