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Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game

机译:在简单的2D多人在线游戏中使用游戏模式进行航位推算

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In today’s gaming world, a player expects the same play experience whether playing on a local network or online with many geographically distant players on congested networks. Because of delay and loss, there may be discrepancies in the simulated environment from player to player, likely resulting in incorrect perception of events. It is desirable to develop methods that minimize this problem. Dead reckoning is one such method. Traditional dead reckoning schemes typically predict a player’s position linearly by assuming players move with constant force or velocity. In this paper, we consider team-based 2D online action games. In such games, player movement is rarely linear. Consequently, we implemented such a game to act as a test harness we used to collect a large amount of data from playing sessions involving a large number of experienced players. From analyzing this data, we identified play patterns, which we used to create three dead reckoning algorithms. We then used an extensive set of simulations to compare our algorithms with the IEEE standard dead reckoning algorithm and with the recent “Interest Scheme” algorithm. Our results are promising especially with respect to the average export error and the number of hits.
机译:在当今的游戏世界中,无论是在本地网络上还是与拥挤网络上的许多地理位置遥远的玩家在线玩,玩家都希望获得相同的游戏体验。由于延迟和损失,玩家之间在模拟环境中可能会有差异,可能会导致对事件的错误理解。期望开发出最小化该问题的方法。航位推算就是这样一种方法。传统的推算方法通常会假设玩家以恒定的力量或速度移动,从而线性地预测玩家的位置。在本文中,我们考虑基于团队的2D在线动作游戏。在这样的游戏中,玩家的动作很少是线性的。因此,我们实施了这样的游戏,作为测试工具,用于从涉及大量有经验的玩家的游戏会话中收集大量数据。通过分析这些数据,我们确定了播放模式,我们将其用于创建三种航位推算算法。然后,我们使用了广泛的模拟,将我们的算法与IEEE标准航位推算算法以及最新的“利率方案”算法进行了比较。我们的结果尤其在平均出口错误和命中数方面很有希望。

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