DocumentCode :
3206903
Title :
Sync-MS: synchronized messaging service for real-time multi-player distributed games
Author :
Lin, Yow-Jian ; Guo, Katherine ; Paul, Sanjoy
Author_Institution :
Dept. of Comput. Sci., State Univ. of New York, Stony Brook, NY, USA
fYear :
2002
fDate :
12-15 Nov. 2002
Firstpage :
155
Lastpage :
164
Abstract :
Real-time online multi-player games are becoming increasingly popular due to advances in game design and the proliferation of broadband Internet access. However, fairness remains a major challenge when players over large geographic areas participate in a client-server based game together. The paper proposes a game-independent, network-based service, called Sync-MS, that balances the trade-off between response time and fairness. Sync-MS uses two mechanisms, sync-out and sync-in, to address state update fairness and player action fairness, respectively. Two metrics, ahead and behind, measured against the fair order, are defined to-evaluate Sync-MS´s fairness performance. Simulation results show that Sync-MS dramatically improves player action fairness for all players while it slightly increases the average response time for players with shorter network delay to the game server.
Keywords :
Internet; broadband networks; client-server systems; computer games; delays; real-time systems; synchronisation; Sync-in; Sync-out; broadband Internet access; client-server based game; multi-player games; network delay; online games; player action fairness; real-time distributed games; synchronized messaging service; Computer science; DSL; Dead reckoning; Delay effects; IP networks; Internet; Message service; Modems; Network servers; Peer to peer computing;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Network Protocols, 2002. Proceedings. 10th IEEE International Conference on
ISSN :
1092-1648
Print_ISBN :
0-7695-1856-7
Type :
conf
DOI :
10.1109/ICNP.2002.1181396
Filename :
1181396
Link To Document :
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