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An Enhanced Dead Reckoning Model for Physics-Aware Multiplayer Computer Games

机译:用于物理感知多人计算机游戏的增强型航位推算模型

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Consistency is a key requirement of networked multiplayer computer games. Several methods exist that strive to reduce network traffic in an attempt to maintain an acceptable level of consistency. Currently, these methods update an entity's states based on measures of its spatial and temporal inconsistencies. However, these measures do not, in general, consider inconsistencies associated with the entity's interactions with other environmental objects, which can potentially lead to significance differences in what users see and experience. This is particularly evident in physics-aware, peer-to-peer distributed interactive applications such as networked multiplayer computer games. Thus, this paper proposes a novel entity state update technique for such applications. In doing so, the concept of a physics-consistency-cost is introduced. The proposed technique consists of a dynamic authority scheme for shared objects and an enhanced physics-aware dead reckoning model with an adaptive error threshold. The former places a bound on the overall inconsistency present in shared objects, while the latter minimises the instantaneous inconsistency during users' interactions with shared objects. The performance of the proposed entity state update mechanism is validated through simulation, the results of which are presented and discussed within.
机译:一致性是网络多人计算机游戏的关键要求。存在几种试图减少网络流量以保持可接受的一致性水平的方法。当前,这些方法基于实体的空间和时间不一致的度量来更新实体的状态。但是,这些措施通常不会考虑与实体与其他环境对象的交互作用相关的不一致,这可能会导致用户看到和体验到的显着差异。这在具有物理意识的对等分布式交互式应用程序(例如网络多人计算机游戏)中尤为明显。因此,本文针对此类应用提出了一种新颖的实体状态更新技术。为此,引入了物理一致性成本的概念。所提出的技术包括共享对象的动态授权方案和具有自适应错误阈值的增强的物理感知航位推算模型。前者限制了共享对象中存在的总体不一致,而后者则使用户与共享对象进行交互时的瞬时不一致最小化。通过仿真验证了所提出的实体状态更新机制的性能,其结果在此进行了介绍和讨论。

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