MicroPlay:本地多人游戏的网络框架

Anh Le, L. Keller, C. Fragouli, A. Markopoulou
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引用次数: 17

摘要

智能手机是本地多人游戏的理想平台,这要归功于它们的计算和网络能力,以及它们的普及和便携性。然而,现有的游戏引擎并没有利用玩家的局部性来改善游戏延迟。在本文中,我们提出了MicroPlay,一个完整的本地多人移动游戏网络框架。据我们所知,这是第一个利用智能手机之间的本地连接的框架,特别是无线媒体的广播性质,为所有玩家提供两个理想属性的平滑,准确的渲染。首先,它为所有玩家执行直接输入渲染(即,没有任何游戏状态的内部或外推);其次,它提供了非常低的游戏延迟。为了展示MicroPlay的功能,我们在Android手机上执行了一个MicroPlay原型,以及一款名为《Racer》的多人赛车游戏。我们的实验表明,汽车可以平滑地渲染,没有任何状态预测,只有20-30毫秒的游戏延迟。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
MicroPlay: a networking framework for local multiplayer games
Smartphones are an ideal platform for local multiplayer games, thanks to their computational and networking capabilities as well as their popularity and portability. However, existing game engines do not exploit the locality of players to improve game latency. In this paper, we propose MicroPlay, a complete networking framework for local multiplayer mobile games. To the best of our knowledge, this is the first framework that exploits local connections between smartphones, and in particular, the broadcast nature of the wireless medium, to provide smooth, accurate rendering of all players with two desired properties. First, it performs direct-input rendering (i.e., without any inter- or extrapolation of game state) for all players; second, it provides very low game latency. We implement a MicroPlay prototype on Android phones, as well as an example multiplayer car racing game, called Racer, in order to demonstrate MicroPlay's capabilities. Our experiments show that cars can be rendered smoothly, without any prediction of state, and with only 20-30 ms game latency.
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