On a serverless networked virtual ball game for multi-player

被引:1
|
作者
Kawano, Y [1 ]
Yonekura, T [1 ]
机构
[1] Ibaraki Univ, Grad Sch Sci & Engn, Ibaraki 3168511, Japan
关键词
D O I
10.1109/CW.2005.68
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
This paper studies the way to improve consistency of states in a ball-game typed Distributed Virtual Environment (DVE) with lag, in peer-to-peer (P2P) architecture. That is, we are studying how to reduce in real-time the difference of states between the participating terminals in a virtual ball game caused by transmission lag or update interval. We are also studying how to control shared objects in real-time in a server-less network architecture. Specifically, a priority field called Allocated Topographical Zone (A to Z) is used in P2P for DVE. In a critical case, defined as inconsistent phenomena between the peers, caused by the network latency, a stricter ownership determination algorithm, called dead zone is introduced. Concession parameter is used to reduce the possibility of such a case. By using these protocols in combination, a robust and effective scheme is achieved for a virtual ball game and these protocols ware extended for multi-player game. As an example of the application, a realtime networked doubles air-hockey is implemented for evaluation of the influence of these protocols on interactivity and on consistency.
引用
收藏
页码:271 / 278
页数:8
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