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Construction and scheduling of extrapolated parity packets for dead reckoning in network gaming

Published: 19 September 2007 Publication History

Abstract

Game update packets of typical First Person Shooting (FPS) network games, small and of delay-sensitive and self-healing characteristics, are disseminated periodically among players for dead reckoning (DR) to predict the current locations of the opposing avatars. To improve delivery of these updates over networks with substantial packet losses and transmission delays, we propose the use of Extrapolated Parity Packets (EPPs). EPPs are application-aware parity packets that can fully recover missing game updates or prediction information. Our proposed scheduling of EPP makes maximal use of the available network bandwidth. Experiments showed noticeable improvements in prediction accuracy at receiver using EPP schemes over non-EPP schemes.

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Cited By

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  • (2013)Compensatory dead-reckoning-based update scheduling for distributed virtual environmentsSIMULATION10.1177/003754971247085789:10(1272-1287)Online publication date: 13-Feb-2013
  • (2011)Dead Reckoning-Based Update Scheduling against Message Loss for Improving Consistency in DVEsProceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation10.1109/PADS.2011.5936765(1-9)Online publication date: 14-Jun-2011

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cover image ACM Conferences
NetGames '07: Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
September 2007
138 pages
ISBN:9780980446005
DOI:10.1145/1326257
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 19 September 2007

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Cited By

View all
  • (2013)Compensatory dead-reckoning-based update scheduling for distributed virtual environmentsSIMULATION10.1177/003754971247085789:10(1272-1287)Online publication date: 13-Feb-2013
  • (2011)Dead Reckoning-Based Update Scheduling against Message Loss for Improving Consistency in DVEsProceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation10.1109/PADS.2011.5936765(1-9)Online publication date: 14-Jun-2011

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