| Supporting continuous consistency in multiplayer online games |
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International Multimedia Conference
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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
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Downloads (6 Weeks): 5, Downloads (12 Months): 54, Citation Count: 6
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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.
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Y. Bernier. Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization. In Proc. the Game Developers Conference, 2001.
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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.
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DIS Steering Committee. IEEE Standard for Distributed Interactive Simulation - Application Protocols, 1998. IEEE Standard 1278.
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Final Fantasy XI. http://www.playonline.com/ff11/home/.
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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.
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Chengzheng Sun , Xiaohua Jia , Yanchun Zhang , Yun Yang , David Chen, Achieving convergence, causality preservation, and intention preservation in real-time cooperative editing systems, ACM Transactions on Computer-Human Interaction (TOCHI), v.5 n.1, p.63-108, March 1998
[doi> 10.1145/274444.274447]
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