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
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
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In a NVE like massively multi-player online game, messages of participants should be synchronized. A solution for the synchronization problem is to wait for a certain amount of time until the server processes the messages, however determining a suitable waiting period is not easy because of the trade-off between the fairness and the responsiveness. In this paper, we develop methods to determine the waiting period using the probability of interaction among participants and ranks of delays of participants. Our methods take advantages of the property that, in a game with geographical map, each participant usually interacts with the participants around him. We built a NVE for simulation and compare proposed methods with popular method that uses the maximum expected delay as the waiting period. The experiment shows that the proposed method produces better result with lower average unfair ratio while keeping the same responsiveness, resulting in better synchronization mechanism.