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A dynamic approach to consistency management for mobile multiplayer games

Published: 23 June 2008 Publication History

Abstract

In multiplayer games, where many players take part in a game while communicating through a network, the players may have an inconsistent view of the game world because of the communication delays across the network. Consistency maintenance algorithms must be used to have a uniform view of the game world. The majority of these algorithms are used for wired network and they use a fixed approach which is hardly adaptable to the changing network and game environment. In these algorithms, an approach called locallag is used which delays the presentation of updates so as to account for network latencies. The value of local lag is usually fixed for a game session. In wireless networks where the network latencies can varies greatly, fixed local-lag approach can cause inconsistencies in the game state between different replicas. Also dead-reckoning is used along with local-lag to hide network latency and improve responsiveness. Keeping a fixed dead-reckoning approach in the face of changing network and game environment can produce unpredictable game behaviour which can cause human players to quit the game. In this paper, we present a dynamic and adaptable approach for local-lag and dead-reckoning in which the algorithm's parameters are changed according to the changing and unpredictable network and game environment. We believe that this adaptable approach can greatly improve consistency and hence the playability of the game.

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Cited By

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  • (2023)Key Technologies for Networked Virtual EnvironmentsMultimedia Tools and Applications10.1007/s11042-023-15160-z82:27(41471-41537)Online publication date: 3-Apr-2023
  • (2013)Compensatory dead-reckoning-based update scheduling for distributed virtual environmentsSIMULATION10.1177/003754971247085789:10(1272-1287)Online publication date: 13-Feb-2013
  • (2012)Fair and Efficient Dead Reckoning-Based Update Dissemination for Distributed Virtual EnvironmentsProceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation10.1109/PADS.2012.18(13-22)Online publication date: 15-Jul-2012
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cover image ACM Conferences
NOTERE '08: Proceedings of the 8th international conference on New technologies in distributed systems
June 2008
399 pages
ISBN:9781595939371
DOI:10.1145/1416729
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Lyon 1 University
  • SIGAPP: ACM Special Interest Group on Applied Computing
  • Mairie de Villeurbanne
  • Conseil Général du Rhône
  • INSA Lyon: Institut National des Sciences Appliquées de Lyon
  • Conseil Régional Rhône-Alpes
  • Mutuelle d'assurance MAIF
  • I.U.T.A LYON 1: Institute of Technology Lyon 1
  • Ministère de l'Enseignement Supérieur et de la Recherche
  • Lyon 2 University
  • ISTASE: High-Level Engineering School in Telecommunication
  • France Telecom
  • LIRIS: Lyon Research Center for Images and Intelligent Information Systems

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 June 2008

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Author Tags

  1. consistency algorithm
  2. data synchronization
  3. latency hiding
  4. multiplayer mobile games

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Cited By

View all
  • (2023)Key Technologies for Networked Virtual EnvironmentsMultimedia Tools and Applications10.1007/s11042-023-15160-z82:27(41471-41537)Online publication date: 3-Apr-2023
  • (2013)Compensatory dead-reckoning-based update scheduling for distributed virtual environmentsSIMULATION10.1177/003754971247085789:10(1272-1287)Online publication date: 13-Feb-2013
  • (2012)Fair and Efficient Dead Reckoning-Based Update Dissemination for Distributed Virtual EnvironmentsProceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation10.1109/PADS.2012.18(13-22)Online publication date: 15-Jul-2012
  • (2011)Dead Reckoning-Based Update Scheduling against Message Loss for Improving Consistency in DVEsProceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation10.1109/PADS.2011.5936765(1-9)Online publication date: 14-Jun-2011
  • (2010)Adaptable client-server architecture for mobile multiplayer gamesProceedings of the 3rd International ICST Conference on Simulation Tools and Techniques10.4108/ICST.SIMUTOOLS2010.8704(1-7)Online publication date: 15-Mar-2010

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