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A Consistency Regulation Algorithm for\ud Client-Server-based Multiplayer Computer Games

机译:\ ud的一致性调整算法 基于客户端服务器的多人计算机游戏

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摘要

Consistency is one of the most important aspects to be considered when designing a\udDistributed Interactive Application, and particularly in networked Multiplayer Computer Games\ud(MCGs). Several techniques exist which aim to reduce network traffic in an attempt to maintain an\udacceptable level of consistency. However, these techniques are static in nature, as they do not adapt to\udthe varying network conditions. This paper presents an algorithm which aims to maintain an\udacceptable level of consistency by adapting to changes in the network. The algorithm is a rate-based\udapproach which monitors the remote inconsistency of all players participating in a client-server-based\udMCG. It operates on the premise that as the network conditions across the links between the server\udand the clients vary, so too will the remote inconsistency. In response, the rate at which the updates are\udtransmitted from the server to all the remote clients is adapted, ensuring that an acceptable level of\udconsistency is maintained. Simulation results for the proposed algorithm are also presented.
机译:一致性是设计\ ud分布式交互式应用程序时要考虑的最重要方面之一,尤其是在网络多人计算机游戏\ ud(MCG)中。存在几种旨在减少网络流量以试图保持\可接受的一致性水平的技术。但是,这些技术本质上是静态的,因为它们不适应变化的网络条件。本文提出了一种算法,旨在通过适应网络的变化来保持\可接受的一致性水平。该算法是基于速率的\ udapproach,它监视所有参与基于客户端-服务器\ udMCG的玩家的远程不一致。它的前提是,随着服务器\ ud和客户端之间的链接上的网络条件变化,远程不一致也将变化。作为响应,调整了从服务器向所有远程客户端发送更新更新的速率,从而确保维持可接受的一致性水平。还给出了该算法的仿真结果。

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