| A fair message exchange framework for distributed multi-player games |
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Network and System Support for Games
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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
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Downloads (6 Weeks): 8, Downloads (12 Months): 48, Citation Count: 15
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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.
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Eric Cronin , Burton Filstrup , Anthony R. Kurc , Sugih Jamin, An efficient synchronization mechanism for mirrored game architectures, Proceedings of the 1st workshop on Network and system support for games, p.67-73, April 16-17, 2002, Bruanschweig, Germany
[doi> 10.1145/566500.566510]
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CITED BY 15
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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
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Yugo Kaneda , Hitomi Takahashi , Masato Saito , Hiroto Aida , Hideyuki Tokuda, A challenge for reusing multiplayer online games without modifying binaries, Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games, October 10-11, 2005, Hawthorne, NY
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