首页> 外文会议>International Conference on Technologies for E-Learning and Digtal Entertainment(Edutainment 2007); 20070611-13; Hong Kong(CN) >Message Synchronization Mechanisms Based on Waiting Period for Massively Multi-player Online Games
【24h】

Message Synchronization Mechanisms Based on Waiting Period for Massively Multi-player Online Games

机译:大型多人在线游戏基于等待时间的消息同步机制

获取原文
获取原文并翻译 | 示例

摘要

In a NVE like massively multi-player online game, messages of participants should be synchronized. A solution for the synchronization problem is to wait for a certain amount of time until the server processes the messages, however determining a suitable waiting period is not easy because of the trade-off between the fairness and the responsiveness. In this paper, we develop methods to determine the waiting period using the probability of interaction among participants and ranks of delays of participants. Our methods take advantages of the property that, in a game with geographical map, each participant usually interacts with the participants around him. We built a NVE for simulation and compare proposed methods with popular method that uses the maximum expected delay as the waiting period. The experiment shows that the proposed method produces better result with lower average unfair ratio while keeping the same responsiveness, resulting in better synchronization mechanism.
机译:在像大型多人在线游戏这样的NVE中,参与者的消息应该同步。同步问题的一种解决方案是等待一定的时间,直到服务器处理消息为止,但是由于要在公平性和响应性之间进行权衡,因此确定合适的等待时间并不容易。在本文中,我们开发了利用参与者之间的交互概率和参与者的延迟等级来确定等待时间的方法。我们的方法利用了属性的优势,在具有地理地图的游戏中,每个参与者通常都会与其周围的参与者进行交互。我们构建了一个用于仿真的NVE,并将所提出的方法与使用最大预期延迟作为等待时间的流行方法进行比较。实验表明,该方法在保持相同响应度的同时,具有较低的平均不公平率,效果更好,同步机制更好。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号