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
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
An Architecture and a Process for Implementing Distributed Collaborations
EDOC '02 Proceedings of the 6th International Enterprise Distributed Object Computing Conference
Using a Position History-Based Protocol for Distributed Object Visualization
Using a Position History-Based Protocol for Distributed Object Visualization
GASP: un intergiciel pour les jeux en réseaux multijoueurs sur téléphones mobiles
UbiMob '05 Proceedings of the 2nd French-speaking conference on Mobility and ubiquity computing
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
A Consistency Model for Highly Interactive Multi-player Online Games
ANSS '07 Proceedings of the 40th Annual Simulation Symposium
Synchronization medium: a consistency maintenance component for mobile multiplayer games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Vector-field consistency for ad-hoc gaming
Proceedings of the ACM/IFIP/USENIX 2007 International Conference on Middleware
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Adaptable client-server architecture for mobile multiplayer games
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Dead Reckoning-Based Update Scheduling against Message Loss for Improving Consistency in DVEs
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
Fair and Efficient Dead Reckoning-Based Update Dissemination for Distributed Virtual Environments
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
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In multiplayer games, where many players take part in a game while communicating through a network, the players may have an inconsistent view of the game world because of the communication delays across the network. Consistency maintenance algorithms must be used to have a uniform view of the game world. The majority of these algorithms are used for wired network and they use a fixed approach which is hardly adaptable to the changing network and game environment. In these algorithms, an approach called locallag is used which delays the presentation of updates so as to account for network latencies. The value of local lag is usually fixed for a game session. In wireless networks where the network latencies can varies greatly, fixed local-lag approach can cause inconsistencies in the game state between different replicas. Also dead-reckoning is used along with local-lag to hide network latency and improve responsiveness. Keeping a fixed dead-reckoning approach in the face of changing network and game environment can produce unpredictable game behaviour which can cause human players to quit the game. In this paper, we present a dynamic and adaptable approach for local-lag and dead-reckoning in which the algorithm's parameters are changed according to the changing and unpredictable network and game environment. We believe that this adaptable approach can greatly improve consistency and hence the playability of the game.