• 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