A dynamic approach to consistency management for mobile multiplayer games

Abdul Malik Khan, S. Chabridon, A. Beugnard
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引用次数: 13

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.
移动多人游戏一致性管理的动态方法
在多人游戏中,许多玩家一边参与游戏,一边通过网络进行交流,由于网络上的交流延迟,玩家对游戏世界的看法可能会不一致。一致性维护算法必须用于拥有统一的游戏世界视图。这些算法大多用于有线网络,它们使用固定的方法,难以适应不断变化的网络和游戏环境。在这些算法中,使用了一种称为locallag的方法来延迟更新的呈现,以便考虑网络延迟。本地延迟的值通常是固定的一个游戏会话。在网络延迟变化很大的无线网络中,固定的本地延迟方法可能导致不同副本之间的游戏状态不一致。此外,航位推算与本地延迟一起使用,以隐藏网络延迟并提高响应性。面对不断变化的网络和游戏环境,保持固定的航位推算方法可能会产生不可预测的游戏行为,从而导致人类玩家退出游戏。本文提出了一种动态自适应的局部滞后和航位推算方法,该方法根据网络和博弈环境的变化和不可预测来改变算法参数。我们相信这种适应性方法可以极大地提高游戏的一致性,从而提高游戏的可玩性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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