On a Serverless Networked Virtual Ball Game for Multi-Player

  • Authors:
  • Yoshihiro Kawano;Tatsuhiro Yonekura

  • Affiliations:
  • Graduate school of Science & Engineering, Ibaraki University, Japan;Department of Computer and Information Sciences, Ibaraki University, Japan

  • Venue:
  • CW '05 Proceedings of the 2005 International Conference on Cyberworlds
  • Year:
  • 2005

Quantified Score

Hi-index 0.00

Visualization

Abstract

This paper studies the way to improve consistency of states in a ball-game typed Distributed Virtual Environment (DVE) with lag, in peer-to-peer (P2P) architecture. That is, we are studying how to reduce in real-time the difference of states between the participating terminals in a virtual ball game caused by transmission lag or update interval. We are also studying how to control shared objects in real-time in a server-less network architecture. Specifically, a priority field called Allocated Topographical Zone (AtoZ) is used in P2P for DVE. In a critical case, defined as inconsistent phenomena between the peers, caused by the network latency, a stricter ownership determination algorithm, called dead zone is introduced. Concession parameter is used to reduce the possibility of such a case. By using these protocols in combination, a robust and effective scheme is achieved for a virtual ball game and these protocols ware extended for multi-player game. As an example of the application, a realtime networked doubles air-hockey is implemented for evaluation of the influence of these protocols on interactivity and on consistency.