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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Main Authors: Wei Shi, Jean-Pierre Corriveau, Jacob Agar
Format: Article
Language:English
Published: Hindawi Limited 2014-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2014/138596
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spelling 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
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