Construction and scheduling of extrapolated parity packets for dead reckoning in network gaming

  • Authors:
  • Gene Cheung;Takashi Sakamoto

  • Affiliations:
  • Hewlett-Packard Laboratories Japan, Tokyo, Japan;Hewlett-Packard Laboratories Japan, Suginami-ku, Tokyo, Japan

  • Venue:
  • Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2007

Quantified Score

Hi-index 0.00

Visualization

Abstract

Game update packets of typical First Person Shooting (FPS) network games, small and of delay-sensitive and self-healing characteristics, are disseminated periodically among players for dead reckoning (DR) to predict the current locations of the opposing avatars. To improve delivery of these updates over networks with substantial packet losses and transmission delays, we propose the use of Extrapolated Parity Packets (EPPs). EPPs are application-aware parity packets that can fully recover missing game updates or prediction information. Our proposed scheduling of EPP makes maximal use of the available network bandwidth. Experiments showed noticeable improvements in prediction accuracy at receiver using EPP schemes over non-EPP schemes.