Proceedings of the 2006 International Workshop on Network and Operating Systems Support for Digital Audio and Video 2006
DOI: 10.1145/1378191.1378196
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Evaluating dead reckoning variations with a multi-player game simulator

Abstract: One of the most dicult tasks when creating an online multiplayer game is to provide the players with a consistent view of the virtual world despite the network delays. Most current games use prediction algorithms to achieve this, but usually it does not go beyond applying the DIS [2] dead reckoning algorithm proposed in the mid-90s. In this paper we introduce a simulator called GLS that allows us to evaluate dierent aspects of DIS and its variations. We examine the impact of prediction and clock synchronizatio… Show more

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Cited by 13 publications
(11 citation statements)
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“…This is as a direct consequence of the rapidly changing entity velocity (or acceleration) that is present in our first-person shooter (FPS) application domain [Palant et al 2006;Pantel and Wolf 2002]. Further, it is noted that for the vast majority of simulated error thresholds (and particularly for tight ones), our proposed neuro-reckoning approach offers a reduction in the number of ESUs generated over the best-performing DR model that ranges from small (in the region of 2% or lower packet reductions) to very large relative bandwidth savings (in the region of 20% or even higher packet reductions).…”
Section: Entity State Update Packet Generation Resultsmentioning
confidence: 99%
“…This is as a direct consequence of the rapidly changing entity velocity (or acceleration) that is present in our first-person shooter (FPS) application domain [Palant et al 2006;Pantel and Wolf 2002]. Further, it is noted that for the vast majority of simulated error thresholds (and particularly for tight ones), our proposed neuro-reckoning approach offers a reduction in the number of ESUs generated over the best-performing DR model that ranges from small (in the region of 2% or lower packet reductions) to very large relative bandwidth savings (in the region of 20% or even higher packet reductions).…”
Section: Entity State Update Packet Generation Resultsmentioning
confidence: 99%
“…Another kind of commonly used prediction, is to hide network latency by enabling the client to predict the expected continued interaction behaviour and display the prediction to the user, e.g. dead-reckoning in gaming [35,36]. Client-side latency hiding does not reduce the actual latency, but can greatly increase the quality of experience for the user.…”
Section: ) Prediction and Latency-hidingmentioning
confidence: 99%
“…We have decided to only use computer players in our emulations in order to eliminate any bias due to human factors. More specifically, we constructed our emulator on top of the GLS (Game Latency Simulator) system implemented in [24]. The GLS system closely emulates several BZFlag's computer players competing in a battlefield, and stores detailed statistics such as tank position, number of shots, and number of hits in log files for offline analysis.…”
Section: Residential Deploymentmentioning
confidence: 99%
“…Then, we compare the gaming quality in these two games. We consider two performance metrics: hit fraction and position deviation [24]. Hit fraction refers to the ratio of hit shots over the total shots, while the position deviation refers to the distance between the displayed tank position and the actual tank position.…”
Section: Residential Deploymentmentioning
confidence: 99%