ACM Transactions on Programming Languages and Systems (TOPLAS)
The overhead of locking (and commit) protocols in distributed databases
ACM Transactions on Database Systems (TODS)
Effective remote modeling in large-scale distributed simulation and visualization environments
Effective remote modeling in large-scale distributed simulation and visualization environments
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Consistency control for distributed interactive media
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
A Local Perception Filter for Distributed Virtual Environments
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
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There are two main approaches, conservative and optimistic, for maintaining consistency in distributed network games. Under the conservative approach, players may experience network latency, depending on packet transfer delay caused by the send-and-wait and acknowledging processes. Under the optimistic approach, the processes do not wait for other players' packets and advance to their own frames, hence there is no network latency. However, when inconsistency happens, the processes must roll back. This can cause irritation and confusion to players, and thus the game quality deteriorates. Overall, the optimistic approach may not be suitable for networked games. To overcome the network latency problem in the conservative approach, we propose a new system which can reduce the network latency and bandwidth requirements. Furthermore, the effect of the number of players in multiplayer game sessions is examined in detail with varying number of players. Experimental results with our proposed system confirm improved performances in latency and frame rate.