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Achieving critical consistency through progressive slowdown in highly interactive Multi-Player Online Games

机译:通过高度交互式多人在线游戏的逐步放缓实现关键一致性

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Multi-Player Online Games (MPOGs) have attracted enormous users in recent years. In contrast to the large number of low interactive MPOGs, the choices of highly interactive MPOGs are limited and most of them do not accept players whose network connections are slow due to the complexity involved in consistency maintenance. Most MPOGs adopt a data-centric consistency maintenance mechanism that only ensures the consistency of the final states, which however does not work well for highly interactive MPOGs because consistent views of incremental state changes are also important in those games. Instead of striving for a general solution for all highly interactive MPOGs, we advocate tailored solutions for different kinds of games by exploiting their semantics. To showcase this idea, we present the critical consistency model for highly interactive two-player online ball games, which only requires consistent views to be reached at critical states. We further contribute the progressive slowdown latency compensation technique to achieve critical consistency, which is demonstrated by an online table tennis game P2T2 (Peer-to- Peer Table Tennis).
机译:多人在线游戏(MPOGS)近年来吸引了巨大的用户。与大量的低交互式MPOGS相比,高度交互式MPOG的选择是有限的,并且其中大多数不接受由于一致性维护中涉及的复杂性而导致的网络连接速度慢的播放器。大多数MPOGS采用以数据为中心的一致性维护机制,只能确保最终状态的一致性,然而,对于高度交互的MPOG,因为增量状态变化的一致意见在这些游戏中也很重要。我们通过利用他们的语义来倡导针对各种游戏的量身定制解决方案而不是争取所有高度互动的MPOG。为了展示这个想法,我们为高度交互式的双人在线球游戏提供了关键一致性模型,这只需要在关键状态下达到一致的视图。我们进一步促进了逐行减速延迟补偿技术,以实现关键一致性,该技术由在线乒乓球游戏P2T2(对等乒乓球)进行展示。

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