TY - GEN
T1 - Dynamic reduction of rollbacks in wireless multi-user virtual environments
AU - Khan, Abdul Malik
AU - Chabridon, Sophie
AU - Beugnard, Antoine
N1 - Publisher Copyright:
© Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2012.
PY - 2012/1/1
Y1 - 2012/1/1
N2 - In distributed virtual environments such as multiplayer games, where many users interact in real time while communicating through a network, the users may have an inconsistent view of the game world because of the communication delays across the network. Consistency maintenance algorithms must be used to have a uniform view of the game world. The majority of these algorithms use rollback mechanisms to correct the inconsistencies that occur because of the disorder of the arrival of update messages. These rollbacks are very costly, especially when playing a game, using high-latency wireless networks, on mobile terminals which have limited memory and processing speed. In this paper, we present a dynamic and adaptive approach for reducing the number of rollbacks in distributed virtual environments on wireless mobile devices. This approach takes into account the underlying network latency and the semantics of the game virtual world to dynamically decide whether a rollback is needed in case inconsistencies have occurred or can be possibly avoided. We evaluate our approach on a simplified version of a Football game on hand-held devices and show that this dynamic rollbacks’ reduction approach improves the responsiveness of the game and maintains consistency of the game state while limiting the use of processing power and memory space.
AB - In distributed virtual environments such as multiplayer games, where many users interact in real time while communicating through a network, the users may have an inconsistent view of the game world because of the communication delays across the network. Consistency maintenance algorithms must be used to have a uniform view of the game world. The majority of these algorithms use rollback mechanisms to correct the inconsistencies that occur because of the disorder of the arrival of update messages. These rollbacks are very costly, especially when playing a game, using high-latency wireless networks, on mobile terminals which have limited memory and processing speed. In this paper, we present a dynamic and adaptive approach for reducing the number of rollbacks in distributed virtual environments on wireless mobile devices. This approach takes into account the underlying network latency and the semantics of the game virtual world to dynamically decide whether a rollback is needed in case inconsistencies have occurred or can be possibly avoided. We evaluate our approach on a simplified version of a Football game on hand-held devices and show that this dynamic rollbacks’ reduction approach improves the responsiveness of the game and maintains consistency of the game state while limiting the use of processing power and memory space.
KW - Consistency algorithm
KW - Data synchronization
KW - Latency hiding
KW - Multiplayer mobile games
UR - https://www.scopus.com/pages/publications/85025697722
U2 - 10.1007/978-3-642-29336-8_6
DO - 10.1007/978-3-642-29336-8_6
M3 - Conference contribution
AN - SCOPUS:85025697722
SN - 9783642293351
T3 - Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
SP - 100
EP - 116
BT - Mobile Computing, Applications, and Services - 2nd International ICST Conference, MobiCASE 2010, Revised Selected Papers
A2 - Griss, Martin
A2 - Yang, Guang
PB - Springer Verlag
T2 - 2nd International Conference on Mobile Computing, Applications, and Services, MobiCASE 2010
Y2 - 25 October 2010 through 28 October 2010
ER -