ACM Home Page
Please provide us with feedback. Feedback
Supporting continuous consistency in multiplayer online games
Full text PdfPdf (309 KB)
Source International Multimedia Conference archive
Proceedings of the 12th annual ACM international conference on Multimedia table of contents
New York, NY, USA
POSTER SESSION: Technical poster session 2: multimedia networking and system support table of contents
Pages: 388 - 391  
Year of Publication: 2004
ISBN:1-58113-893-8
Authors
Frederick W.B. Li  Hong Kong Polytechnic University, Hong Kong
Lewis W.F. Li  City University of Hong Kong, Hong Kong
Rynson W.H. Lau  City University of Hong Kong, Hong Kong
Sponsors
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 5,   Downloads (12 Months): 54,   Citation Count: 6
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1027527.1027619
What is a DOI?

ABSTRACT

Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some time before the changes are reflected to other concurrent players. This significantly affects the interactivity of the game. Sometimes, it may even cause disputes among the players. In this paper, we present a continuous consistency control mechanism to support collaborative game applications. Specifically, we propose a relaxed consistency control model for continuous events. Based on this model, we have developed a method to provide a global-wise continuous synchronization on the states of dynamic game objects presented among concurrent game players. We show the performance of the proposed method through some experiments.


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.

1
 
2
Y. Bernier. Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization. In Proc. the Game Developers Conference, 2001.
 
3
J. Chim, R. Lau, H. Leong, and A. Si. CyberWalk: A Web-based Distributed Virtual Walkthrough Environment. IEEE Trans. on Multimedia, 5(4):503--515, December 2003.
 
4
DIS Steering Committee. IEEE Standard for Distributed Interactive Simulation - Application Protocols, 1998. IEEE Standard 1278.
 
5
Final Fantasy XI. http://www.playonline.com/ff11/home/.
6
 
7
M. Mauve, J. Vogel, V. Hilt, and W. Effelsberg. Local-lag and Timewarp: Providing Consistency for Replicated Continuous Applications. IEEE Trans. on Multimedia, 6(1):47--57, 2004.
8
9

CITED BY  6

Collaborative Colleagues:
Frederick W.B. Li: colleagues
Lewis W.F. Li: colleagues
Rynson W.H. Lau: colleagues