A Protocol for Peer-to-Peer Multi-Player Networked Virtual Ball Game

A Protocol for Peer-to-Peer Multi-Player Networked Virtual Ball Game
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点对点多人网络虚拟球类游戏协议

DOI:
10.1093/ietisy/e88-d.5.926
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发表时间:
2005
期刊:
IEICE Trans. Inf. Syst.
影响因子:
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通讯作者:
Yoshihiro Kawano
Yoshihiro Kawano
中科院分区:
--
文献类型:
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作者:
T. Yonekura;Yoshihiro Kawano

文献摘要

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本文研究了在对等(P2P)体系结构中,如何在带有滞后的球类分布式虚拟环境(DVE)中获得状态一致性。也就是说,我们正在研究如何实时减少虚拟球类比赛中由于传输延迟或更新间隔而导致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的网络体系结构中实时控制共享对象。具体地,在用于DVE的P2P中使用称为分配的拓扑区(ATOZ)的优先级域。通过实现该功能,每个终端可以通过相互计算由远程终端预测的本地化身的状态来计算哪个化身持有共享对象的所有权。由AtoZ确定的所有权区域允许化身主要地访问和控制对象,从而根据对象和化身之间的相对布置动态地改变几何属性。此外,考虑到网络延迟引起的关键情况,即节点之间的不一致现象,提出了一种更严格的所有权确定算法,称为死区。通过将这些协议结合起来,实现了一种健壮而有效的虚拟球类比赛方案。作为应用的一个例子,我们实现了一个实时联网的双打空中曲棍球,以评估这些协议对交互性和一致性的影响。
This paper reports our study of how to gain 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. By implementing this function, each terminal can compute which avatar holds the ownership of a shared object by calculating mutually the state of the local avatar predicted by the remote terminals. The region for ownership determined by AtoZ allows an avatar to access and control an object dominantly, so that a geometrical property is dynamically changed depending upon the relative arrangement between the object and avatars. Moreover considering the critical case, defined as inconsistent phenomena between the peers, caused by the network latency, a stricter ownership determination algorithm, called dead zone is introduced. By using these protocols in combination, a robust and effective scheme is achieved for a virtual ball game. As an example of the application, a real-time networked doubles air-hockey is implemented for evaluation of the influence of these protocols on interactivity and on consistency.