Real time groupware as a distributed system: concurrency control and its effect on the interface
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
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
The effects of latency on online madden NFL football
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Algorithms and Networking for Computer
Algorithms and Networking for Computer
On the effects of loose causal consistency in mobile multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Effects of local-lag mechanism on task performance in a desktop CVE system
Journal of Computer Science and Technology
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Managing latency and fairness in networked games
Communications of the ACM - Entertainment networking
Exploiting online games: cheating massively distributed systems
Exploiting online games: cheating massively distributed systems
The effects of local lag on tightly-coupled interaction in distributed groupware
Proceedings of the 2008 ACM conference on Computer supported cooperative work
The effect of latency on user performance in Real-Time Strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking
The human factors of consistency maintenance in multiplayer computer games
Proceedings of the 16th ACM international conference on Supporting group work
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
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Network lag is a fact of life for networked games. Lag can cause game states to diverge at different nodes in the network, making it difficult to maintain the illusion of a single shared space. Traditional lag compensation techniques help reduce inconsistency in networked games; however, these techniques do not address what to do when states actually have diverged. Traditional consistency maintenance (CM) does not specify how to make game- critical decisions when players' views of the shared state are different, nor does it indicate how to repair inconsistencies. These two issues -- decision-making and error repair -- can have substantial effects on players' gaming experience. To address this shortcoming, we have characterized a range of algorithmic choices for decision- making and error repair. We report on a study confirming that these algorithms can have significant effects on player experience and performance, and showing that they are often more important than degree of consistency itself.