Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games

  • Authors:
  • Yi Zhang;Ling Chen;Gencai Chen

  • Affiliations:
  • Zhejiang University, Hangzhou, P.R. China;Zhejiang University, Hangzhou, P.R. China and The University of Nottingham, Nottingham, UK;Zhejiang University, Hangzhou, P.R. China

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

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Abstract

Dead-Reckoning (DR) is an effective method to maintain consistency for Continuous Distributed Multiplayer Games (CDMG). Since DR can filter most unnecessary state updates and improve the scalability of a system, it is widely used in commercial CDMG. However, DR cannot maintain high consistency, and this constrains its application in highly interactive games. With the help of global synchronization, DR can achieve higher consistency, but it still cannot eliminate before inconsistency. In this paper, a method named Globally Synchronized DR with Local Lag (GS-DR-LL), which combines local lag and Globally Synchronized DR (GS-DR), is presented. Performance evaluation shows that GS-DR-LL can effectively decrease before inconsistency, and the effects increase with the lag.