Count down protocol: asynchronous consistent protocol in P2P virtual ball game

  • Authors:
  • Yoshihiro Kawano;Tatsuhiro Yonekura

  • Affiliations:
  • Intec NetCore, Inc., Tokyo, Japan;Ibaraki University, Hitachi-shi, Japan

  • Venue:
  • NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2006

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Abstract

This paper studies a way to improve consistency of states in a ball game typed DVE with lag, in P2P architecture. We also study 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 for P2P typed DVE. In a critical case (i.e. inconsistent phenomena), a stricter ownership determination algorithm, called dead zone is introduced. Moreover, we propose the method to get rid of a critical case for P2P multi-player virtual ball game. By using proposed method, a robust and effective scheme is achieved for a virtual ball game. As an example of the application, a real-time networked multi-player air-hockey is implemented for evaluation of validity of proposed method.