Consistency in replicated continuous interactive media
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games
ICNP '02 Proceedings of the 10th IEEE International Conference on Network Protocols
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A fair message exchange framework for distributed multi-player games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Fairness in dead-reckoning based distributed multi-player games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Interest scheme: a new method for path prediction
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Influences of network latency on interactivity in networked rock-paper-scissors
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Collision Avoidance between Avatars of Real and Virtual Individuals
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
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In almost all multiplayer network games, dead-reckoning (DR) is used to predict the movements of game players, who can then predict the future movements of other players via the DR vectors they received. DR vectors, referred to as network packages, generally contain the position and velocity of game roles controlled by a sender at sending time. To achieve more accurate prediction, some games include the timestamp and acceleration of game roles in DR vectors. However, DR does not work well under bad network conditions. In our previous work [Li and Chen 2006] we proposed a solution called the interest scheme (IS), which proved to be efficient when network latency was unsteady and package loss frequent. Thus, in order to achieve much more accurate prediction, we proposed a hybrid solution. IS assumes that the path prediction for a given player is related to nearby objects or players. That is, that the players' surroundings can affect their movements, and different players may behave differently under the same conditions. In IS, a given player's surroundings are taken into account, and in order to achieve more accuracy, his habitual preferences are also taken into consideration. Experience with network games indicates that the same player will almost always behave in the same way under the same circumstances---for example, use the same fighting style. Moreover, we consider that different prediction methods should be used for different network latencies. So we introduce a hybrid method, which is a combination of IS, DR, and personal preferences. We use a 2D tank game to experiment, and compare the results of our solution with those of traditional methods. To obtain information on the players' habitual movements, we observed each participant for 30 minutes of play. Simulation shows that our method achieves significant improvements in path prediction.