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Fairness in dead-reckoning based distributed multi-player games

机译:基于死者的分布式多人游戏的公平性

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In a distributed multi-player game that uses dead-reckoning vectors to exchange movement information among players, there is inaccuracy in rendering the objects at the receiver due to network delay between the sender and the receiver. The object is placed at the receiver at the position indicated by the dead-reckoning vector, but by that time, the real position could have changed considerably at the sender. This inaccuracy would be tolerable if it is consistent among all players; that is, at the same physical time, all players see inaccurate (with respect to the real position of the object) but the same position and trajectory for an object. But due to varying network delays between the sender and different receivers, the inaccuracy is different at different players as well. This leads to unfairness in game playing. In this paper, we first introduce an "error" measure for estimating this inaccuracy. Then we develop an algorithm for scheduling the sending of dead-reckoning vectors at a sender thatstrives to make this error equal at different receivers over time. This algorithm makes the game very fair at the expense of increasing the overall mean error of all players. To mitigate this effect, we propose a budget based algorithm that provides improved fairness without increasing the mean error thereby maintaining the accuracy of game playing. We have implemented both the scheduling algorithm and the budget based algorithm as part of BZFlag, a popular distributed multi-player game. We show through experiments that these algorithms provide fairness among players in spite of widely varying network delays. An additional property of the proposed algorithms is that they require less number of DRs to be exchanged (compared to the current implementation of BZflag) to achieve the same level of accuracy in game playing.
机译:在使用DEC-RECKONING向量的分布式多人游戏中,在玩家之间交换移动信息,由于发送者和接收器之间的网络延迟,在接收器处渲染对象存在不准确。该物体放置在接收器处,处由返回的挡载向量指示的位置,但到那时,真实位置可以在发件人处相当变化。如果在所有球员中一致,这种不准确性将是可容忍的;也就是说,在相同的物理时间,所有玩家都看到不准确的(相对于物体的真实位置),而是对象的相同位置和轨迹。但由于发件人和不同接收器之间的网络延迟不同,但不准确的不同玩家也不同。这导致游戏中的不公平。在本文中,我们首先介绍了估计这种不准确性的“错误”度量。然后,我们开发一种算法,用于调度发送者在发件人的发送者发送到棘手的发送,以使在不同的接收器上使得该误差随着时间的推移而等于。这种算法以牺牲所有玩家的总体平均误差增加,使游戏非常公平。为了缓解这种效果,我们提出了一种基于预算的算法,其提供了改进的公平性,而不会增加平均误差,从而保持游戏播放的准确性。我们已经实施了调度算法和基于预算的算法,作为BZFLAG的一部分,是一个流行的分布式多玩家游戏。我们通过实验表明,这些算法在玩家之间提供公平性,尽管网络延迟广泛不同。所提出的算法的额外性质是它们需要更少的DRS待交换(与BZFLAG的当前实施相比)在游戏中实现相同的准确性。

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