Effective message synchronization methods for multiplayer online games with maps.
A solution for the message synchronization problem of the client-server based game system is to wait for a certain period of time (waiting period) until the server processes the messages from clients. However, identifying a suitable waiting period proves challenging. In this paper, we develop two me...
| Publicado en: | Computers in Human Behavior Vol. 24; no. 6; pp. 2477 - 2486 |
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| Autores principales: | , , |
| Formato: | Artículo |
| Publicado: |
Elsevier Science
November 2008
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| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=508000938&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 508000938 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 07475632 JC4 jtl: Computers in Human Behavior issn: 07475632 maglogo: N pubinfo: dt: November 2008 vid: 24 iid: 6 pid: 2410 pub: Elsevier Science artinfo: ui: 508000938 10.1016/j.chb.2008.03.004 ppf: 2477 ppct: 9 formats: tig: atl: Effective message synchronization methods for multiplayer online games with maps. aug: au: Paik, Doowon Yun, Chung-Ha Hwang, Jooyeon su: Video games & society Waiting (Philosophy) Computer performance Video games sug: subj: Video games & society Waiting (Philosophy) Computer performance Video games keyword: Computers -- Speed ab: A solution for the message synchronization problem of the client-server based game system is to wait for a certain period of time (waiting period) until the server processes the messages from clients. However, identifying a suitable waiting period proves challenging. In this paper, we develop two methods to determine the waiting period using the probability of interaction among participants and ranking of the delay among participants. Our methods take advantage of the property of games with geographical mapping, where each participant usually interacts with other participants only in the immediate surroundings. Simulation is performed for the evaluation of the methods and the shows that the proposed methods produce better results with lower average unfair ratio while keeping the same responsiveness compared to the method with prefixed waiting period. Copyright (c) 2008 Elsevier Ltd. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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