Consistency in replicated continuous interactive media
CSCW '00 Proceedings of the 2000 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
Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games
ICNP '02 Proceedings of the 10th IEEE International Conference on Network Protocols
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
A fair message exchange framework for distributed multi-player games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
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
Fairness in dead-reckoning based distributed multi-player games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Performance enhancing proxy for interactive 3G network gaming
Proceedings of the 2006 international conference on Wireless communications and mobile computing
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
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
A network-adaptive transport scheme for haptic-based collaborative virtual environments
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A new method for path prediction in network games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Construction and scheduling of extrapolated parity packets for dead reckoning in network gaming
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Optimistic load balancing in a distributed virtual environment
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
The effects of local lag on tightly-coupled interaction in distributed groupware
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Hack-proof synchronization protocol for multi-player online games
Multimedia Tools and Applications
Tackling online game development problems with a novel network scripting language
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Towards modeling human arm movement in a CVE
Proceedings of the First International Conference on Immersive Telecommunications
An adaptive approach to exponential smoothing for CVE state prediction
Proceedings of the 2nd International Conference on Immersive Telecommunications
PRICAI'06 Proceedings of the 9th Pacific Rim international conference on Artificial intelligence
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Improving online gaming quality using detour paths
Proceedings of the international conference on Multimedia
It's about time: confronting latency in the development of groupware systems
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Collaborative Interest Management for Peer-to-Peer Networked Virtual Environment
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
Dead Reckoning-Based Update Scheduling against Message Loss for Improving Consistency in DVEs
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
EUC'06 Proceedings of the 2006 international conference on Embedded and Ubiquitous Computing
PCM'05 Proceedings of the 6th Pacific-Rim conference on Advances in Multimedia Information Processing - Volume Part II
AntReckoning: dead reckoning using interest modeling by pheromones
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
What + when = how: the timelines approach to consistency in networked games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Fair and Efficient Dead Reckoning-Based Update Dissemination for Distributed Virtual Environments
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
Motion-aware adaptive dead reckoning algorithm for collaborative virtual environments
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dead reckoning vector contains the current position of the entity and the velocity components. When a participating player receives a vector, traditionally it puts the entity at the current position specified by the vector and starts projecting the path of the entity from that point using the local clock of the receiver. In this paper we show that this traditional method of usage of dead reckoning vector brings in inaccuracy in the receivers' rendering of the entity. This inaccuracy can be substantial even with low network delay between the sender-receiver pairs and increases with network delay. We propose the use of globally synchronized clocks among the participating players and a time-stamp augmented dead reckoning vector that enables the receiver to render the entity accurately. We modified the popular game BZFlag with this technique, and compared the accuracy seen in game playing using the traditional method and the proposed technique. We conducted several types of experiments varying the frequency of generation of dead reckoning vectors and the delay between the sender and the receivers. The experiments show significant quantitative improvement in accuracy even for 100ms delay between the sender-receiver pairs and appreciable qualitative improvement in game playing experience.