Evaluation of the Motion-Aware Adaptive Dead Reckoning Technique under Different Network Latencies Applied in Multiplayer Games

Luis Fernando Kawabata de Almeida, A. S. Felinto
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引用次数: 5

Abstract

Multiplayer games hold virtual worlds which connect dozens of players in the same session, in which these human players experience network latency in networked interactions negatively. A number of predictive techniques were developed to deliver the best experience for the players. With the growing numbers of players and the complexity of the worlds, the limitations of such techniques, like network delay, consistency, responsivity and bandwidth cost, become evident. The main technique used nowadays is called Dead Reckoning (DR) and was firstly presented decades ago. Based on it a variety of authors proposed improvements to the prediction method, culminating on Kharitonov’s proposal of the Motion-Aware Adaptive Dead Reckoning (MAADR) technique. The author’s evaluation did not consider latency, an important factor that affects the consistency (i.e. veracity) of the information and the Quality of Experience for the players. The proposal of this paper is to evaluate both the MAADR and DR prediction techniques in 4 situations ranging from simple to complex movement patterns, with 0 to 300ms of network delay. The results show that the MAADR performance is superior when compared to the classic algorithm for each situation and each different latency evaluated. It shows that the classic DR presents a large decay in precision within medium and high latencies and it is not ideal in situations with great intolerances to network delay. Because of the obtained results, it is recommended the usage of the MAADR technique when medium and high latencies are expected or when there is an intolerance for the loss of the Quality of Experience.
多人游戏中不同网络时延下动作感知自适应航位推算技术的评价
多人游戏拥有虚拟世界,在同一会话中连接数十名玩家,这些人类玩家在网络互动中体验网络延迟。为了给玩家提供最佳体验,开发了许多预测技术。随着玩家数量的增长和游戏世界的复杂性,这些技术的局限性,如网络延迟、一致性、响应性和带宽成本,变得越来越明显。目前使用的主要技术被称为航位推算(DR),它是在几十年前首次提出的。在此基础上,许多作者提出了对预测方法的改进,最后Kharitonov提出了运动感知自适应航位推算(MAADR)技术。作者的评估没有考虑延迟,这是一个影响信息一致性(即准确性)和玩家体验质量的重要因素。本文的建议是在从简单到复杂的4种情况下,在0到300ms的网络延迟下,评估MAADR和DR预测技术。结果表明,在各种情况下,MAADR算法的性能都优于经典算法。结果表明,经典DR在中高时延范围内精度衰减较大,在网络时延容限较大的情况下效果不理想。由于获得的结果,建议在预期中高延迟或不能容忍体验质量损失的情况下使用MAADR技术。
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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