A fair message exchange framework for distributed multi-player games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Distributed server replication in large scale networks
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Adaptive server selection for large scale interactive online games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
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
A challenge for reusing multiplayer online games without modifying binaries
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
Interest scheme: a new method for path prediction
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Authority assignment in distributed multi-player proxy-based games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Server topology considerations in online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
A new method for path prediction in network games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Effective message synchronization methods for multiplayer online games with maps
Computers in Human Behavior
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Message synchronization mechanisms based on waiting period for massively multi-player online games
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
International Journal of Computer Games Technology
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
Acyclic preference systems in p2p networks
Euro-Par'07 Proceedings of the 13th international Euro-Par conference on Parallel Processing
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Real-time, online multi-player games are becoming increasingly popular due to advances in game design and the proliferation of broadband Internet access. However, fairness remains a major challenge when players over large geographic areas participate in a client-server based game together. This paper proposes a game-independent, network-based service, called Sync-MS, that balances the tradeoff between response time and fairness. Sync-MS uses twomechanisms, Sync-out and Sync-in, to address state update fairness and player action fairness, respectively. Two metrics, ahead and behind measured against the fair order, aredefined to evaluate Sync-MS's fairness performance. Simulation results show that Sync-MS dramatically improves player action fairness for all players while slightly increases average response time for players with shorter network delay to the game server.