ACM Home Page
Please provide us with feedback. Feedback
A fair message exchange framework for distributed multi-player games
Full text PdfPdf (247 KB)
Source Network and System Support for Games archive
Proceedings of the 2nd workshop on Network and system support for games table of contents
Redwood City, California
Pages: 29 - 41  
Year of Publication: 2003
ISBN:1-58113-734-6
Authors
Katherine Guo  Bell Laboratories, Holmdel, NJ
Sarit Mukherjee  Bell Laboratories, Holmdel, NJ
Sampath Rangarajan  Bell Laboratories, Holmdel, NJ
Sanjoy Paul  Bell Laboratories, Holmdel, NJ
Sponsors
SIGCOMM: ACM Special Interest Group on Data Communication
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 8,   Downloads (12 Months): 48,   Citation Count: 15
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/10.1145/963900.963903
What is a DOI?

ABSTRACT

This paper presents a framework for message delivery in real-time multi-player distributed interactive games that use the client-server model. Based on this framework, we propose message delivery algorithms that remove the unfair advantage that players with smaller message delays from the game server receive over players with large message delays from the server. The framework is very general in the sense that it does not require assumptions of synchronized clocks at the players and servers; neither does it require a mechanism to compute the one-way delay from the players to the server accurately. It also avoids the need for bucket synchronization that leads to messages being delayed by a fixed amount of time at the server. The framework is based on a proxy architecture that is independent of game applications.


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
 
2
3
 
4
Y. W. Bernier, "Latency Compensation Methods in Client/Server In-game Protocol Design and Optimization," in Proc. of Game Developers Conference'01, 2001, URL: http://www.gdconf.com/archives/proceedings/2001/prog\_papers.html.
 
5
S. Bonham, D. Grossman, W. Portnoy, and K. Tam, "Quake: An Example Multi-User Network Application - Problems and Solutions in Distributed Interactive Simulations," Tech. Rep., CSE 561 Term Project Report, University of Washington, May 2000, URL: http://www.cs.washington.edu/homes/grossman/projects/561projects/quake/.
6
7
8
9
 
10
S. K. Singhal and D. R. Cheriton, "Exploiting Position History for Efficient Remote Rendering in Networked Virtual Reality," Presence: Teleoperators and Virtual Environments, vol. 4, no. 2, pp. 169--193, 1995.
 
11
 
12
R. Swamy, "idSoftware Releases Quake 1 Source Code Under the GPL," URL: http://linuxtoday.com/stories/14111/html.
 
13
Mythic Entertainment, "Dark Age of Camelot," URL: http://www.darkageofcamelot.com.
14
15
16
17

CITED BY  15

Collaborative Colleagues:
Katherine Guo: colleagues
Sarit Mukherjee: colleagues
Sampath Rangarajan: colleagues
Sanjoy Paul: colleagues