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Dynamically learning efficient server/client network protocols for networked simulations .

机译:动态学习高效的服务器/客户端网络协议以进行网络仿真。

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摘要

With the rise of services like Steam and Xbox Live, multiplayer support has become essential to the success of many commercial video games. Explicit, server-client synchronisation models are bandwidth intensive and error prone to implement, while implicit, peer-to-peer synchronisation models are brittle, inflexible, and vulnerable to cheating. We present a generalised server-client network synchronisation model targeted at complex games, such as real time strategy games, that previously have only been feasible via peer-to-peer techniques. We use prediction, learning, and entropy coding techniques to learn a bandwidth-efficient incremental game state representation while guaranteeing both correctness of synchronised data and robustness in the face of unreliable network behavior. The resulting algorithms are efficient enough to synchronise the state of real time strategy games such as Blizzard's Starcraft (which can involve hundreds of in-game characters) using less than three kilobytes per second of bandwidth.
机译:随着Steam和Xbox Live等服务的兴起,多人支持已成为许多商业视频游戏成功的关键。显式的服务器-客户端同步模型占用大量带宽,易于实现错误,而隐式的对等同步模型则易碎,不灵活且容易受到欺骗。我们提出了针对复杂游戏(例如实时策略游戏)的通用服务器-客户端网络同步模型,该模型以前只能通过对等技术来实现。我们使用预测,学习和熵编码技术来学习带宽有效的增量游戏状态表示,同时在面对不可靠网络行为的同时,确保同步数据的正确性和鲁棒性。产生的算法足够有效,能够以每秒不到三千字节的带宽同步实时战略游戏(例如暴雪的星际争霸)(可能涉及数百个游戏角色)的状态。

著录项

  • 作者

    Orsten, Sterling.;

  • 作者单位

    University of Alberta (Canada).;

  • 授予单位 University of Alberta (Canada).;
  • 学科 Computer Science.
  • 学位 M.Sc.
  • 年度 2011
  • 页码 102 p.
  • 总页数 102
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 老年病学;
  • 关键词

  • 入库时间 2022-08-17 11:43:55

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