| Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games |
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Network and System Support for Games
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Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
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Singapore
SESSION: Synchronization, QoS and monitoring in games
table of contents
Article No. 7
Year of Publication: 2006
ISBN:1-59593-589-4
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Authors
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Yi Zhang
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Zhejiang University, Hangzhou, P.R. China
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Ling Chen
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Zhejiang University, Hangzhou, P.R. China and The University of Nottingham, Nottingham, UK
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Gencai Chen
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Zhejiang University, Hangzhou, P.R. China
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Downloads (6 Weeks): 7, Downloads (12 Months): 60, Citation Count: 1
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ABSTRACT
Dead-Reckoning (DR) is an effective method to maintain consistency for Continuous Distributed Multiplayer Games (CDMG). Since DR can filter most unnecessary state updates and improve the scalability of a system, it is widely used in commercial CDMG. However, DR cannot maintain high consistency, and this constrains its application in highly interactive games. With the help of global synchronization, DR can achieve higher consistency, but it still cannot eliminate before inconsistency. In this paper, a method named Globally Synchronized DR with Local Lag (GS-DR-LL), which combines local lag and Globally Synchronized DR (GS-DR), is presented. Performance evaluation shows that GS-DR-LL can effectively decrease before inconsistency, and the effects increase with the lag.
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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Mauve, M., Vogel, J., Hilt, V., and Effelsberg, W. Local-Lag and Timewarp: Providing Consistency for Replicated Continuous Applications. IEEE Transactions on Multimedia, Vol. 6, No.1, 2004, 47--57.
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Alhalabi, M. O., Horiguchi, S., and Kunifuji, S. An Experimental Study on the Effects of Network Delay in Cooperative Shared Haptic Virtual Environment. Computers and Graphics, Vol. 27, No. 2, 2003, 205--213.
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Bernier, Y. W. Latency Compensation Methods in Client/Server In-Game Protocol Design and Optimization. In Proc. of Game Developers Conference, 2001.
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Sudhir Aggarwal , Hemant Banavar , Amit Khandelwal , Sarit Mukherjee , Sampath Rangarajan, Accuracy in dead-reckoning based distributed multi-player games, Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games, August 30-30, 2004, Portland, Oregon, USA
[doi> 10.1145/1016540.1016559]
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