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Adaptive Δ-causality control with adaptive dead-reckoning in networked games

Published: 19 September 2007 Publication History

Abstract

This paper proposes an adaptive Δ-causality control scheme with adaptive dead-reckoning to preserve the consistency among players and the causality for networked games. The proposed scheme carries out adaptive Δ-causality control and adaptive dead-reckoning together. By simulation, we make a performance comparison among nine schemes including the scheme for a networked racing game. We also investigate the influence of the maximum value of Δ of the scheme on the interactivity by subjective assessment. As a result, we illustrate that the scheme is superior to the other schemes in terms of the consistency among players. Also, we show that if the maximum value of Δ is less than about 100 ms, the influence of the value on the interactivity is small.

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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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Author Tags

  1. causality control
  2. consistency
  3. networked racing game
  4. simulation
  5. subjective assessment

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