A Real Time Network Game System Based on Retransmission of N-based Game Command History for Revising Packet Errors

Seong-Hoo Kim, B. Choi, Mi-Sook Jung, Kyoo-Seok Park
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引用次数: 2

Abstract

The latency occurring from the load fluctuation in a real-time network games may be overcome by using an initial delay scheme on the client, and then play the game, it means that stability can be maintained, and the shortcomings of packet losses and errors on UDP communications are alleviated. In this paper, we suggest a retransmission algorithm using an N-Based game command history that supports End-to-End protocol, and retransmits data without alteration of existing protocols, and also supports video games based on multi-platform in wired-wireless network environments, and it can possibly work under multi-user games. As demonstrated in the simulations, we confirm that the suggested system is more stable than existing systems.
基于n -基游戏命令历史重传修正数据包错误的实时网络游戏系统
通过在客户端使用初始延迟方案,可以克服实时网络游戏中由于负载波动而产生的延迟,然后再玩游戏,这意味着可以保持稳定性,并且减轻了UDP通信丢包和错误的缺点。本文提出了一种基于n的游戏命令历史的重传算法,该算法支持端到端协议,在不改变现有协议的情况下重传数据,同时支持基于多平台的有线-无线网络环境下的视频游戏,并有可能在多用户游戏环境下工作。仿真结果表明,本文提出的系统比现有系统更稳定。
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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