2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications 2012
DOI: 10.1109/ds-rt.2012.22
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An Enhanced Dead Reckoning Model for Physics-Aware Multiplayer Computer Games

Abstract: Consistency is a key requirement of networked multiplayer computer games. Several methods exist that strive to reduce network traffic in an attempt to maintain an acceptable level of consistency. Currently, these methods update an entity's states based on measures of its spatial and temporal inconsistencies. However, these measures do not, in general, consider inconsistencies associated with the entity's interactions with other environmental objects, which can potentially lead to significance differences in wh… Show more

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Cited by 7 publications
(3 citation statements)
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“…Furthermore, McLoone et al base their threshold value on the physical consequences a rollback incurs. To this end, a metric named physics-consistency-cost [10] is proposed to quantify the overhead of rollback for the interactions in DVE. Similarly, inspired by the time-space consistency measurement proposed by [25], Roberts et al propose a time-space threshold [16] to tune the traditional DR threshold with network characteristics to improve data consistency across the network.…”
Section: Background and Related Workmentioning
confidence: 99%
“…Furthermore, McLoone et al base their threshold value on the physical consequences a rollback incurs. To this end, a metric named physics-consistency-cost [10] is proposed to quantify the overhead of rollback for the interactions in DVE. Similarly, inspired by the time-space consistency measurement proposed by [25], Roberts et al propose a time-space threshold [16] to tune the traditional DR threshold with network characteristics to improve data consistency across the network.…”
Section: Background and Related Workmentioning
confidence: 99%
“…GPGPU has found its way also into mobile and embedded systems for a variety of applications, including sensor-data processing and computer vision [6,21]. Furthermore, these systems are increasingly integrated in large-scale networks to form distributed embedded systems and support such applications as multiplayer online gaming [5,15].…”
Section: Introductionmentioning
confidence: 99%
“…However, games involving fast interactions between players can be degraded severely by poor network performance [9]. The so-called dead reckoning and entity interpolation techniques are developed to overcome this problem [10]. The basic idea of dead reckoning/entity interpolation is to extrapolate/interpolate data of simulated entities in the multi-player game based on their predictable behavior.…”
Section: Problem Descriptionmentioning
confidence: 99%