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
King: estimating latency between arbitrary internet end hosts
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Optimizing Static Job Scheduling in a Network of Heterogeneous Computers
ICPP '00 Proceedings of the Proceedings of the 2000 International Conference on Parallel Processing
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
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
Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer 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
Latency equalization: a programmable routing service primitive
Proceedings of the ACM workshop on Programmable routers for extensible services of tomorrow
A dynamic approach to consistency management for mobile multiplayer games
NOTERE '08 Proceedings of the 8th international conference on New technologies in distributed systems
Triangle Inequality and Routing Policy Violations in the Internet
PAM '09 Proceedings of the 10th International Conference on Passive and Active Network Measurement
ACM Transactions on Internet Technology (TOIT)
Improving online gaming quality using detour paths
Proceedings of the international conference on Multimedia
A measurement study regarding quality of service and its impact on multiplayer online games
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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Due to diverse network latencies, participants in a Distributed Virtual Environment (DVE) may observe different inconsistency levels of the simulated virtual world, which can seriously affect fair competition among them. In this paper, we investigate how to disseminate Dead Reckoning (DR)-based updates with the objectives of achieving fairness among participants and reducing inconsistency as much as possible. We first propose an optimized bandwidth allocation scheme for sending updates to overcome the drawbacks of uniform bandwidth allocation and the local-lag technique. Then, we integrate bandwidth allocation with an indirect relay method and develop algorithms to select relay routes for minimizing inconsistency under various bandwidth allocation schemes. Our proposed scheme and algorithms are evaluated using traces collected from a real car racing game as well as the real Internet latency data. The experimental results show that the proposed optimized bandwidth allocation scheme significantly reduces inconsistency while maintaining fairness among participants and that integrating the optimized scheme with our proposed relay setup algorithm further improves consistency.