Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game
In today’s gaming world, a player expects the same play experience whether playing on a local network or online with many geographically distant players on congested networks. Because of delay and loss, there may be discrepancies in the simulated environment from player to player, likely resulting i...
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Series: | International Journal of Computer Games Technology |
Online Access: | http://dx.doi.org/10.1155/2014/138596 |
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doaj-fdb8cafc6da14f2fb34985708ebf0d212020-11-25T00:15:23ZengHindawi LimitedInternational Journal of Computer Games Technology1687-70471687-70552014-01-01201410.1155/2014/138596138596Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online GameWei Shi0Jean-Pierre Corriveau1Jacob Agar2Faculty of Business and I.T., University of Ontario Institute of Technology, Oshawa, ON, L1H 7K4, CanadaSchool of Computer Science, Carleton University, Ottawa, ON, K1S 5B6, CanadaSchool of Computer Science, Carleton University, Ottawa, ON, K1S 5B6, CanadaIn today’s gaming world, a player expects the same play experience whether playing on a local network or online with many geographically distant players on congested networks. Because of delay and loss, there may be discrepancies in the simulated environment from player to player, likely resulting in incorrect perception of events. It is desirable to develop methods that minimize this problem. Dead reckoning is one such method. Traditional dead reckoning schemes typically predict a player’s position linearly by assuming players move with constant force or velocity. In this paper, we consider team-based 2D online action games. In such games, player movement is rarely linear. Consequently, we implemented such a game to act as a test harness we used to collect a large amount of data from playing sessions involving a large number of experienced players. From analyzing this data, we identified play patterns, which we used to create three dead reckoning algorithms. We then used an extensive set of simulations to compare our algorithms with the IEEE standard dead reckoning algorithm and with the recent “Interest Scheme” algorithm. Our results are promising especially with respect to the average export error and the number of hits.http://dx.doi.org/10.1155/2014/138596 |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Wei Shi Jean-Pierre Corriveau Jacob Agar |
spellingShingle |
Wei Shi Jean-Pierre Corriveau Jacob Agar Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game International Journal of Computer Games Technology |
author_facet |
Wei Shi Jean-Pierre Corriveau Jacob Agar |
author_sort |
Wei Shi |
title |
Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game |
title_short |
Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game |
title_full |
Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game |
title_fullStr |
Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game |
title_full_unstemmed |
Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game |
title_sort |
dead reckoning using play patterns in a simple 2d multiplayer online game |
publisher |
Hindawi Limited |
series |
International Journal of Computer Games Technology |
issn |
1687-7047 1687-7055 |
publishDate |
2014-01-01 |
description |
In today’s gaming world, a player expects the same play experience whether playing on a local network or online with many geographically distant players on congested networks. Because of delay and loss, there may be discrepancies in the simulated environment from player to player, likely resulting in incorrect perception of events. It is desirable to develop methods that minimize this problem. Dead reckoning is one such method. Traditional dead reckoning schemes typically predict a player’s position linearly by assuming players move with constant force or velocity. In this paper, we consider team-based 2D online action games. In such games, player movement is rarely linear. Consequently, we implemented such a game to act as a test harness we used to collect a large amount of data from playing sessions involving a large number of experienced players. From analyzing this data, we identified play patterns, which we used to create three dead reckoning algorithms. We then used an extensive set of simulations to compare our algorithms with the IEEE standard dead reckoning algorithm and with the recent “Interest Scheme” algorithm. Our results are promising especially with respect to the average export error and the number of hits. |
url |
http://dx.doi.org/10.1155/2014/138596 |
work_keys_str_mv |
AT weishi deadreckoningusingplaypatternsinasimple2dmultiplayeronlinegame AT jeanpierrecorriveau deadreckoningusingplaypatternsinasimple2dmultiplayeronlinegame AT jacobagar deadreckoningusingplaypatternsinasimple2dmultiplayeronlinegame |
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