On a serverless networked virtual ball game for multi-player

On a serverless networked virtual ball game for multi-player
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面向多人的无服务器网络虚拟球赛

DOI:
10.1109/cw.2005.68
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发表时间:
2005
期刊:
2005 International Conference on Cyberworlds (CW'05)
影响因子:
--
通讯作者:
T. Yonekura
T. Yonekura
中科院分区:
--
文献类型:
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作者:
Yoshihiro Kawano;T. Yonekura

文献摘要

被引文献

相似文献

研究了在对等(P2P)结构下,在具有滞后性的球赛型分布式虚拟环境(DVE)中提高状态一致性的方法。也就是说,我们正在研究如何实时地减少由传输延迟或更新间隔引起的虚拟球类游戏中的参与终端之间的状态差异。我们还在研究如何在无服务器网络架构中实时控制共享对象。具体地,在P2P中使用被称为分配的地形区域(AtoZ)的优先级字段用于DVE。在临界情况下,定义为不一致的现象之间的对等体,造成的网络延迟,一个更严格的所有权确定算法,称为死区。让步参数用于减少这种情况的可能性。通过将这些协议结合起来,实现了一个健壮有效的虚拟球类游戏方案,并将这些协议扩展到多人游戏中。作为应用的一个例子,实时网络双打空气曲棍球实现这些协议的交互性和一致性的影响进行评估
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 (AtoZ) 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