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Achieving fairness in multiplayer network games through automated latency balancing
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Source ACM International Conference Proceeding Series; Vol. 265 archive
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology table of contents
Valencia, Spain
Pages: 117 - 124  
Year of Publication: 2005
ISBN:1-59593-110-4
Authors
Sebastian Zander  Swinburne University of Technology, Melbourne, Australia
Ian Leeder  Swinburne University of Technology, Melbourne, Australia
Grenville Armitage  Swinburne University of Technology, Melbourne, Australia
Publisher
ACM  New York, NY, USA
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ABSTRACT

Over the past few years, the prominence of multiplayer network gaming has increased dramatically in the Internet. The effect of network delay (lag) on multiplayer network gaming has been studied before. Players with higher delays (whether due to slower connections, congestion or a larger distance to the server) are at a clear disadvantage relative to players with low delay. In this paper we evaluate whether eliminating the delay differences will provide a fairer solution whilst maintaining good gameplay. We have designed and implemented an application that can be used with existing network games to equalize the delay differences. To evaluate the effectiveness of the approach we use a novel method involving computer players (bots) instead of human players. This method provides some advantages over difficult and time-consuming human usability trials. We show that bots experience similar unfairness problems as humans and demonstrate that the application we have developed significantly improves fairness.


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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Collaborative Colleagues:
Sebastian Zander: colleagues
Ian Leeder: colleagues
Grenville Armitage: colleagues