Real time groupware as a distributed system: concurrency control and its effect on the interface
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
Architectural optimizations to advanced distributed simulation
WSC '95 Proceedings of the 27th conference on Winter simulation
Efficient data consistency in HLA/DIS++
WSC '96 Proceedings of the 28th conference on Winter simulation
ACM Transactions on Computer-Human Interaction (TOCHI)
An auto-adaptive dead reckoning algorithm for distributed interactive simulation
PADS '99 Proceedings of the thirteenth workshop on Parallel and distributed simulation
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Responsiveness and consistency tradeoffs in interactive groupware
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
The distributed mission training integrated threat environment system architecture and design
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Parallel and Distribution Simulation Systems
Parallel and Distribution Simulation Systems
Neural and Adaptive Systems: Fundamentals through Simulations with CD-ROM
Neural and Adaptive Systems: Fundamentals through Simulations with CD-ROM
Collaborative Virtual Environments: Digital Places and Spaces for Interaction
Collaborative Virtual Environments: Digital Places and Spaces for Interaction
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Predictive Statistical Models for User Modeling
User Modeling and User-Adapted Interaction
A Taxonomy for Networked Virtual Environments
IEEE MultiMedia
An orientation update message filtering algorithm in collaborative virtual environments
Journal of Computer Science and Technology
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Concurrency and Computation: Practice & Experience - Distributed Simulation and Real-Time Applications
On consistency and network latency in distributed interactive applications: a survey--part I
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
On a Fast, Compact Approximation of the Exponential Function
Neural Computation
Evaluating dead reckoning variations with a multi-player game simulator
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
A fuzzy dead reckoning algorithm for distributed interactive applications
FSKD'05 Proceedings of the Second international conference on Fuzzy Systems and Knowledge Discovery - Volume Part II
IEEE Spectrum
A dynamic message filtering technique for 3D cyberspaces
Computer Communications
Confidence estimation methods for neural networks: a practical comparison
IEEE Transactions on Neural Networks
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Towards an information model of consistency maintenance in distributed interactive applications
International Journal of Computer Games Technology - Networking for Computer Games
ACM Transactions on Internet Technology (TOIT)
A DR algorithm based on artificial potential field method
Multimedia Tools and Applications
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
Offloading AI for peer-to-peer games with dead reckoning
IPTPS'09 Proceedings of the 8th international conference on Peer-to-peer systems
Optimizing consistency by maximizing bandwidth usage in distributed interactive applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Artificial neural network for bot detection system in MMOGs
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
AntReckoning: dead reckoning using interest modeling by pheromones
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Comparison of predictive contract mechanisms from an information theory perspective
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
An information-based dynamic extrapolation model for networked virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Hi-index | 0.00 |
Predictive contract mechanisms such as dead reckoning are widely employed to support scalable remote entity modeling in distributed interactive applications (DIAs). By employing a form of controlled inconsistency, a reduction in network traffic is achieved. However, by relying on the distribution of instantaneous derivative information, dead reckoning trades remote extrapolation accuracy for low computational complexity and ease-of-implementation. In this article, we present a novel extension of dead reckoning, termed neuro-reckoning, that seeks to replace the use of instantaneous velocity information with predictive velocity information in order to improve the accuracy of entity position extrapolation at remote hosts. Under our proposed neuro-reckoning approach, each controlling host employs a bank of neural network predictors trained to estimate future changes in entity velocity up to and including some maximum prediction horizon. The effect of each estimated change in velocity on the current entity position is simulated to produce an estimate for the likely position of the entity over some short time-span. Upon detecting an error threshold violation, the controlling host transmits a predictive velocity vector that extrapolates through the estimated position, as opposed to transmitting the instantaneous velocity vector. Such an approach succeeds in reducing the spatial error associated with remote extrapolation of entity state. Consequently, a further reduction in network traffic can be achieved. Simulation results conducted using several human users in a highly interactive DIA indicate significant potential for improved scalability when compared to the use of IEEE DIS standard dead reckoning. Our proposed neuro-reckoning framework exhibits low computational resource overhead for real-time use and can be seamlessly integrated into many existing dead reckoning mechanisms.