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Comparing Dead Reckoning Algorithms for Distributed Car Simulations

机译:比较分布式汽车仿真的DEAC RECKONING算法

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Dead reckoning is an important technique used in distributed virtual environments (DVEs) to mitigate the bandwidth consumption of frequent state updates and the negative effects of network latency. This paper proposes a novel dead reckoning approach for common DVE applications such as multiplayer online games. Unlike traditional dead reckoning approaches that estimate the movements of remote entities with pure kinematic models, the new approach performs extrapolations with the considerations of environmental factors and human behaviours. We have performed experiments, based on a distributed car simulator, to compare the the new approach with representative existing dead reckoning approaches. The results show that the new approach gives more accurate predictions with an acceptable overhead.
机译:DEAC RECKONING是分布式虚拟环境(DVE)中使用的重要技术,以减轻频繁状态更新的带宽消耗和网络延迟的负面影响。 本文提出了一种新的常见DVE应用程序,如多人在线游戏等普通DVE应用。 与传统的死亡估算方法不同,估计具有纯运动模型的远程实体的运动,新方法以考虑环境因素和人类行为的考虑来执行外推。 我们已经基于分布式汽车模拟器进行了实验,以比较具有代表现有死亡估算方法的新方法。 结果表明,新方法提供了更准确的预测,可接受的开销。

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