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Experiences from Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency

机译:高延迟无线网络实施移动多人实时游戏的经验

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This paper describes results and experiences from designing, implementing, and testing a multiplayer real-time game over mobile networks with high latency. The paper reports on network latency and bandwidth measurements from playing the game live over GPRS, EDGE, UMTS, and WLAN using the TCP and the UDP protocols. These measurements describe the practical constraints of various wireless networks and protocols when used for mobile multiplayer game purposes. Further, the paper reports on experiences from implementing various approaches to minimize issues related to high latency. Specifically, the paper focuses on a discussion about how much of the game should run locally on the client versus on the server to minimize the load on the mobile device and obtain sufficient consistency in the game. The game was designed to reveal all kinds of implementation issues of mobile network multiplayer games. The goal of the game is for a player to push other players around and into traps where they loose their lives. The game relies heavily on collision detection between the players and game objects. The paper presents experiences from experimenting with various approaches that can be used to handle such collisions, and highlights the advantages and disadvantages of the various approaches.
机译:本文介绍了在高延迟的移动网络上设计,实施和测试多人实时游戏的结果和经验。该白皮书报告了使用TCP和UDP协议通过GPRS,EDGE,UMTS和WLAN实时玩游戏时的网络延迟和带宽测量。这些测量描述了用于移动多人游戏时各种无线网络和协议的实际限制。此外,该论文还报告了实施各种方法以最大程度减少与高延迟相关的问题的经验。具体来说,本文重点讨论应在客户端而不是服务器上本地运行多少游戏,以最大程度地减少移动设备上的负载并获得足够的游戏一致性。该游戏旨在揭示移动网络多人游戏的各种实现问题。游戏的目的是让一名玩家将其他玩家推入陷阱,使他们失去生命。游戏严重依赖于玩家与游戏对象之间的碰撞检测。本文介绍了尝试各种可用于处理此类冲突的方法的经验,并重点介绍了各种方法的优缺点。

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