Effective remote modeling in large-scale distributed simulation and visualization environments
Effective remote modeling in large-scale distributed simulation and visualization environments
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
Responsiveness and consistency tradeoffs in interactive groupware
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
A Taxonomy for Networked Virtual Environments
IEEE MultiMedia
Performance Analysis of Packet Bundling Techniques in DIS
DIS-RT '99 Proceedings of the 3rd International Workshop on Distributed Interactive Simulation and Real-Time Applications
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
On consistency and network latency in distributed interactive applications: a survey--part I
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Improving network efficiency in real-time groupware with general message compression
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Optimizing consistency by maximizing bandwidth usage in distributed interactive applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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Consistency is a key requirement of networked multiplayer computer games. Several methods exist that strive to reduce network traffic in an attempt to maintain an acceptable level of consistency. Currently, these methods update an entity's states based on measures of its spatial and temporal inconsistencies. However, these measures do not, in general, consider inconsistencies associated with the entity's interactions with other environmental objects, which can potentially lead to significance differences in what users see and experience. This is particularly evident in physics-aware, peer-to-peer distributed interactive applications such as networked multiplayer computer games. Thus, this paper proposes a novel entity state update technique for such applications. In doing so, the concept of a physics-consistency-cost is introduced. The proposed technique consists of a dynamic authority scheme for shared objects and an enhanced physics-aware dead reckoning model with an adaptive error threshold. The former places a bound on the overall inconsistency present in shared objects, while the latter minimises the instantaneous inconsistency during users' interactions with shared objects. The performance of the proposed entity state update mechanism is validated through simulation, the results of which are presented and discussed within.