Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games
ICNP '02 Proceedings of the 10th IEEE International Conference on Network Protocols
The effect of latency on user performance in Warcraft III
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 new method for path prediction in network games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Experiences with client-based speculative remote display
ATC'08 USENIX 2008 Annual Technical Conference on Annual Technical Conference
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Most multiplayer network games use dead-reckoning vectors (DR) to predict movement of an entity controlled by participating game players. Generally, DR contains the current position and velocity of the entity. To get more accurate prediction, time-stamp and acceleration are also included. In this paper, we propose a solution named Interest Scheme (IS) to achieve much more prediction accuracy when network latency is unsteady and package loss is frequent. IS assumes that path prediction of a given player has relations to its nearby objects and players in game space. In IS, the surroundings of a given entity is taken into account in path prediction. Moreover, we consider that different prediction method should be used for different network latency. So, a hybrid method, which is a combination of IS and traditional method, is introduced. We use a 2D tank game for experiment and compare the results of our solution with those of traditional methods. Simulation shows that our method achieves significant improvement in path prediction.