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Interest scheme: a new method for path prediction
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Source Network and System Support for Games archive
Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games table of contents
Singapore
Article No. 41  
Year of Publication: 2006
ISBN:1-59593-589-4
Authors
Shaolong Li  Beijing Jiaotong University, Beijing, P.R. China
Changja Chen  Beijing Jiaotong University, Beijing, P.R. China
Sponsor
SIGCOMM: ACM Special Interest Group on Data Communication
Publisher
ACM  New York, NY, USA
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ABSTRACT

Most multiplayer network games use dead-reckoning vectors (DR) to predict movement of an entity controlled by participating game players. Generally, DR contains the current position and velocity of the entity. To get more accurate prediction, time-stamp and acceleration are also included. In this paper, we propose a solution named Interest Scheme (IS) to achieve much more prediction accuracy when network latency is unsteady and package loss is frequent. IS assumes that path prediction of a given player has relations to its nearby objects and players in game space. In IS, the surroundings of a given entity is taken into account in path prediction. Moreover, we consider that different prediction method should be used for different network latency. So, a hybrid method, which is a combination of IS and traditional method, is introduced. We use a 2D tank game for experiment and compare the results of our solution with those of traditional methods. Simulation shows that our method achieves significant improvement in path prediction.


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, vol4, no.2, pp. 169--193, 1995
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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 Procceedings of Game Developers Conference '01. 2001
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Collaborative Colleagues:
Shaolong Li: colleagues
Changja Chen: colleagues