Consistency in replicated continuous interactive media
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
Consistency control for distributed interactive media
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games
ICNP '02 Proceedings of the 10th IEEE International Conference on Network Protocols
A dead-reckoning technique for streaming virtual human animation
IEEE Transactions on Circuits and Systems for Video Technology
Hi-index | 0.00 |
A solution for the message synchronization problem of the client-server based game system is to wait for a certain period of time (waiting period) until the server processes the messages from clients. However, identifying a suitable waiting period proves challenging. In this paper, we develop two methods to determine the waiting period using the probability of interaction among participants and ranking of the delay among participants. Our methods take advantage of the property of games with geographical mapping, where each participant usually interacts with other participants only in the immediate surroundings. Simulation is performed for the evaluation of the methods and the shows that the proposed methods produce better results with lower average unfair ratio while keeping the same responsiveness compared to the method with prefixed waiting period.