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A new method for path prediction in network games

Published: 01 March 2008 Publication History

Abstract

In almost all multiplayer network games, dead-reckoning (DR) is used to predict the movements of game players, who can then predict the future movements of other players via the DR vectors they received. DR vectors, referred to as network packages, generally contain the position and velocity of game roles controlled by a sender at sending time. To achieve more accurate prediction, some games include the timestamp and acceleration of game roles in DR vectors. However, DR does not work well under bad network conditions. In our previous work [Li and Chen 2006] we proposed a solution called the interest scheme (IS), which proved to be efficient when network latency was unsteady and package loss frequent. Thus, in order to achieve much more accurate prediction, we proposed a hybrid solution. IS assumes that the path prediction for a given player is related to nearby objects or players. That is, that the players' surroundings can affect their movements, and different players may behave differently under the same conditions. In IS, a given player's surroundings are taken into account, and in order to achieve more accuracy, his habitual preferences are also taken into consideration. Experience with network games indicates that the same player will almost always behave in the same way under the same circumstances---for example, use the same fighting style. Moreover, we consider that different prediction methods should be used for different network latencies. So we introduce a hybrid method, which is a combination of IS, DR, and personal preferences. We use a 2D tank game to experiment, and compare the results of our solution with those of traditional methods. To obtain information on the players' habitual movements, we observed each participant for 30 minutes of play. Simulation shows that our method achieves significant improvements in path prediction.

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Published In

cover image Computers in Entertainment
Computers in Entertainment   Volume 5, Issue 4
Theoretical and Practical Computer Applications in Entertainment
10/01/2007
164 pages
EISSN:1544-3574
DOI:10.1145/1324198
Issue’s Table of Contents
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 March 2008
Accepted: 01 August 2007
Revised: 01 August 2007
Received: 01 May 2007
Published in CIE Volume 5, Issue 4

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Author Tags

  1. dead-reckoning
  2. dead-reckoning vectors
  3. hybrid method
  4. interest scheme (IS)
  5. network delay

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Cited By

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  • (2022)A Survey and Taxonomy of Latency Compensation Techniques for Network Computer GamesACM Computing Surveys10.1145/351902354:11s(1-34)Online publication date: 9-Sep-2022
  • (2022)Predict-and-Drive: Avatar Motion Adaption in Room-Scale Augmented Reality Telepresence with Heterogeneous SpacesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.320310928:11(3705-3714)Online publication date: Nov-2022
  • (2021)Quality of Service Impact on Edge Physics Simulations for VRIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.306775727:5(2691-2701)Online publication date: May-2021
  • (2019)Fuzzy Theory Based Single Belief State Generation for Partially Observable Real-Time Strategy GamesIEEE Access10.1109/ACCESS.2019.29234197(79320-79330)Online publication date: 2019
  • (2018)Dead reckoning using play patterns in a simple 2D multiplayer online gameInternational Journal of Computer Games Technology10.1155/2014/1385962014(5-5)Online publication date: 13-Dec-2018
  • (2009)Collision Avoidance between Avatars of Real and Virtual IndividualsProceedings of the 2nd International Workshop on Motion in Games10.1007/978-3-642-10347-6_1(1-12)Online publication date: 15-Nov-2009

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