DocumentCode
3340707
Title
A Real Time Network Game System Based on Retransmission of N-based Game Command History for Revising Packet Errors
Author
Kim, Seong-Hoo ; Choi, Bong-Joon ; Jung, Mi-Sook ; Park, Kyoo-Seok
Author_Institution
KyungNam Univ., Masan
fYear
2007
fDate
20-22 Aug. 2007
Firstpage
917
Lastpage
923
Abstract
The latency occurring from the load fluctuation in a real-time network games may be overcome by using an initial delay scheme on the client, and then play the game, it means that stability can be maintained, and the shortcomings of packet losses and errors on UDP communications are alleviated. In this paper, we suggest a retransmission algorithm using an N-Based game command history that supports End-to-End protocol, and retransmits data without alteration of existing protocols, and also supports video games based on multi-platform in wired-wireless network environments, and it can possibly work under multi-user games. As demonstrated in the simulations, we confirm that the suggested system is more stable than existing systems.
Keywords
computer games; peer-to-peer computing; protocols; real-time systems; UDP communication; end-to-end protocol; initial delay scheme; multiuser games; n-based game command history; packet error revising; peer-to-peer technology; real time network game system; wired-wireless network environment; Computer network management; Data communication; Delay; Fluctuations; Games; History; Network servers; Protocols; Real time systems; Software engineering;
fLanguage
English
Publisher
ieee
Conference_Titel
Software Engineering Research, Management & Applications, 2007. SERA 2007. 5th ACIS International Conference on
Conference_Location
Busan
Print_ISBN
0-7695-2867-8
Type
conf
DOI
10.1109/SERA.2007.27
Filename
4297033
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