ACM Home Page
Please provide us with feedback. Feedback
Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games
Full text PdfPdf (162 KB)
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
SESSION: Synchronization, QoS and monitoring in games table of contents
Article No. 7  
Year of Publication: 2006
ISBN:1-59593-589-4
Authors
Yi Zhang  Zhejiang University, Hangzhou, P.R. China
Ling Chen  Zhejiang University, Hangzhou, P.R. China and The University of Nottingham, Nottingham, UK
Gencai Chen  Zhejiang University, Hangzhou, P.R. China
Sponsor
SIGCOMM: ACM Special Interest Group on Data Communication
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 7,   Downloads (12 Months): 60,   Citation Count: 1
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/10.1145/1230040.1230071
What is a DOI?

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.

 
1
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.
2
3
 
4
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.
5
 
6
 
7
Bernier, Y. W. Latency Compensation Methods in Client/Server In-Game Protocol Design and Optimization. In Proc. of Game Developers Conference, 2001.
8
 
9
 
10
11
12
13
 
14
 
15


Collaborative Colleagues:
Yi Zhang: colleagues
Ling Chen: colleagues
Gencai Chen: colleagues