On estimating end-to-end network path properties
Proceedings of the conference on Applications, technologies, architectures, and protocols for computer communication
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
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
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
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
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
Secure Referee Selection for Fair and Responsive Peer-to-Peer Gaming
Proceedings of the 22nd Workshop on Principles of Advanced and Distributed Simulation
ACM Transactions on Internet Technology (TOIT)
NBiS'07 Proceedings of the 1st international conference on Network-based information systems
Energy-efficient gaming on mobile devices using dead reckoning-based power management
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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
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
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In a distributed multi-player game that uses dead-reckoning vectors to exchange movement information among players, there is inaccuracy in rendering the objects at the receiver due to network delay between the sender and the receiver. The object is placed at the receiver at the position indicated by the dead-reckoning vector, but by that time, the real position could have changed considerably at the sender. This inaccuracy would be tolerable if it is consistent among all players; that is, at the same physical time, all players see inaccurate (with respect to the real position of the object) but the same position and trajectory for an object. But due to varying network delays between the sender and different receivers, the inaccuracy is different at different players as well. This leads to unfairness in game playing. In this paper, we first introduce an "error" measure for estimating this inaccuracy. Then we develop an algorithm for scheduling the sending of dead-reckoning vectors at a sender that strives to make this error equal at different receivers over time. This algorithm makes the game very fair at the expense of increasing the overall mean error of all players. To mitigate this effect, we propose a budget based algorithm that provides improved fairness without increasing the mean error thereby maintaining the accuracy of game playing. We have implemented both the scheduling algorithm and the budget based algorithm as part of BZFlag, a popular distributed multi-player game. We show through experiments that these algorithms provide fairness among players in spite of widely varying network delays. An additional property of the proposed algorithms is that they require less number of DRs to be exchanged (compared to the current implementation of BZflag) to achieve the same level of accuracy in game playing.