An auto-adaptive dead reckoning algorithm for distributed interactive simulation
PADS '99 Proceedings of the thirteenth workshop on Parallel and distributed simulation
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
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
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Priority Scheduling for Networked Virtual Environments
IEEE Computer Graphics and Applications
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
DS-RT '05 Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Fairness in dead-reckoning based distributed multi-player games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Influences of network latency and packet loss on consistency in networked racing games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
CW '06 Proceedings of the 2006 International Conference on Cyberworlds
A peer-to-peer architecture for massive multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
An application of distributed virtual environment to foreign language education
FIE '00 Proceedings of the 30th Annual Frontiers in Education - Volume 01
Construction and scheduling of extrapolated parity packets for dead reckoning in network gaming
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A dynamic approach to consistency management for mobile multiplayer games
NOTERE '08 Proceedings of the 8th international conference on New technologies in distributed systems
Update Scheduling for Improving Consistency in Distributed Virtual Environments
IEEE Transactions on Parallel and Distributed Systems
Consistency Aware Dead Reckoning Threshold Tuning with Server Assistance in Client-Server-Based DVEs
CIT '10 Proceedings of the 2010 10th IEEE International Conference on Computer and Information Technology
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Maintaining a consistent presentation of the virtual world among participants is a fundamental problem in the Distributed Virtual Environment (DVE). The problem is exacerbated due to the limited network bandwidth and errorprone transmission. This paper investigates Dead Reckoning (DR) update scheduling to improve consistency in the DVE against message loss. Using the metric of Time-Space Inconsistency (TSI), which combines the spatial magnitude and temporal duration of inconsistency, we analytically derive the impact of message loss on TSI when using a DR-based update mechanism. To improve consistency against message loss, a naive update scheduling algorithm is first proposed, in which the expected spatial difference is calculated by taking message loss into account. In order to reduce the TSI to the case without transmission failures, a compensation update scheduling algorithm is further proposed by reducing the DR threshold according to the message loss rate. Using these algorithms, a budget-based mechanism is developed to meet the network bandwidth constraint. We show through experiments using a racing car game that the budget-based mechanism using the compensation update scheduling algorithm makes the best use of available network bandwidth to reduce the inconsistency and its impact on the participants. In addition, it ensures fairness among participants in spite of widely varying message loss rates.