Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Multi-level direction of autonomous creatures for real-time virtual environments
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Crowded collaborative virtual environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Subjectivity and the relaxing of synchronization in networked virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Probabilistic congestion control for non-adaptable flows
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
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
Locales: Supporting Large Multiuser Virtual Environments
IEEE Computer Graphics and Applications
Modeling Multi-Player Games Traffic
ITCC '00 Proceedings of the The International Conference on Information Technology: Coding and Computing (ITCC'00)
SCORE: a scalable communication protocol for large-scale virtual environments
IEEE/ACM Transactions on Networking (TON)
Supporting Scalable Peer to Peer Virtual Environments Using Frontier Sets
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
ACM SIGGRAPH 2006 Papers
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures
IEEE Transactions on Multimedia
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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.