A novel network architecture for crowded online environments

  • Authors:
  • J. R. Parker;Nathan Sorenson

  • Affiliations:
  • Digital Media Laboratory;Digital Media Laboratory

  • Venue:
  • Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
  • Year:
  • 2008

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Abstract

A scheme for autonomous player avatar behaviour is suggested, in which player patterns are identified and then used to navigate through subdued parts of a first person multi-player game. Thus, instead of sending a complex sequence of key presses, a single packet would be transmitted giving start and end coordinates, and the avatar would be controlled by an AI system in between. We present and evaluate a novel architecture for crowded online virtual environments that employs a multi-layered state description to maintain relaxed state synchronization among clients. The proposed technique significantly reduces total bandwidth costs and is suitable for especially crowded virtual environments.