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Effects of packetization delay on multiplayer gaming experience over ad hoc networks

机译:分组延迟对临时网络上多人游戏体验的影响

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This paper addresses the issue of supporting time-sensitive multiplayer games in a single hop ad-hoc network. We first propose an analysis of the gameplay experience in such network. To this end, we conducted several experiments of an FPS (First Person Shooter) game over a real ad-hoc network. The poor performances experienced when the number of players reaches a certain value (11, in our scenario) lead us to propose an application layer solution, which could be easily considered by game developers, rather than modifying the wireless technology to support gaming. Our proposal combines packetization at client side and broadcasting at the server side. The performance evaluation, through extensive experiments, proved that these two simple techniques could reduce packets losses (due to collision), and by this way greatly improves the game experience.
机译:本文解决了在单跳自组织网络中支持对时间敏感的多人游戏的问题。我们首先提出对此类网络中游戏体验的分析。为此,我们在真实的自组织网络上进行了一些FPS(第一人称射击)游戏的实验。当玩家人数达到某个值(在我们的场景中为11)时,体验不佳的性能使我们提出了一种应用层解决方案,游戏开发人员可以轻松考虑该应用层解决方案,而不是修改无线技术以支持游戏。我们的建议将客户端的打包和服务器端的广播结合在一起。通过广泛的实验,性能评估证明这两种简单的技术可以减少数据包丢失(由于冲突),从而极大地改善了游戏体验。

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