IEEE INFOCOM '99. Conference on Computer Communications. Proceedings. Eighteenth Annual Joint Conference of the IEEE Computer A 1999
DOI: 10.1109/infcom.1999.752168
|View full text |Cite
|
Sign up to set email alerts
|

End-to-end transmission control mechanisms for multiparty interactive applications on the Internet

Abstract: Abstract-This paper reports on the design and the evaluation of transmission control mechanisms specifically designed for multiplayer, distributed (serverless), interactive Internet applications. Distributed synchronization and dead reckoning are the main elements of this transmission control infrastructure. These mechanisms have been implemented in a fully distributed, multiplayer game application, i.e., one in which each entity in a game session computes its own local view of the session. The role of each en… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
42
0

Year Published

2005
2005
2010
2010

Publication Types

Select...
4
3
2

Relationship

0
9

Authors

Journals

citations
Cited by 65 publications
(42 citation statements)
references
References 9 publications
0
42
0
Order By: Relevance
“…Bucket Synchronization [8], Delta-causality Control [13], and Local Lag [15] are techniques that ensure everyone in the group experiences the same amount of delay, which achieves fairness and consistency between the clients. These techniques include time information in messages, either by separating messages into turns or by including timestamps; the system can then determine when receivers should process those messages to achieve consistency.…”
Section: Adding Delaymentioning
confidence: 99%
See 1 more Smart Citation
“…Bucket Synchronization [8], Delta-causality Control [13], and Local Lag [15] are techniques that ensure everyone in the group experiences the same amount of delay, which achieves fairness and consistency between the clients. These techniques include time information in messages, either by separating messages into turns or by including timestamps; the system can then determine when receivers should process those messages to achieve consistency.…”
Section: Adding Delaymentioning
confidence: 99%
“…Researchers have suggested several techniques for dealing with network delay in distributed systems (e.g., [4,6,8]). However, most of these techniques are concerned with data consistency -that is, ensuring that the models at different sites contain the same information at the same time.…”
Section: Introductionmentioning
confidence: 99%
“…Remote time-space inconsistency combines both a temporal and spatial inconsistency measure into a single value. It considers the length of time the spatial inconsistency persists, as well as the spatial inconsistency itself [14,15]. In this work, it is referred to as absolute inconsistency.…”
Section: Software and Hardware Architecture Techniquesmentioning
confidence: 99%
“…Dead reckoning predicts motion paths in other players' activities and changes in background, generates image frames, and performs convergence if the prediction is incorrect [2,6]. In a situation where players are actively moving, smoothness can be improved by locally predicting the players' activities at a client under limited transmission bandwidth and long end-to-end delay.…”
Section: Bandwidth Compensation By a Combination Of Server-side And Cmentioning
confidence: 99%