Design and implementation of optimistic constructs for latency masking in online video games

被引:0
|
作者
Burgess, Shayne [1 ]
Katchabaw, Michael [1 ]
机构
[1] Univ Western Ontario, Dept Comp Sci, London, ON N6A 5B7, Canada
关键词
latency reduction; latency masking; optimistic execution; software design patterns for games;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
To achieve interactive experiences comparable to offline games, online video games played over the Internet Must be able to deal with performance issues caused by the connection or infrastructure of the underlying network. A particularly difficult issue faced by developers of online games is that of latency. In many cases, the latency encountered forces gameplay to be very frustrating and breaks immersion for the player, providing an unsatisfactory experience overall. Instead of directly attempting to reduce or eliminate latency from our networks, Our approach has been to reduce or eliminate the effects of latency. Our earlier work in this area introduced a framework based oil the concept of optimistic execution. In this paper, we discuss the design and implementation of reusable software components based on this framework that are capable of supporting optimistic execution in a wide variety of online video games. This paper also reports oil experiences in using these components in the development of a simple trading game to validate their Suitability for use in games. These experiences have been quit positive, and demonstrate great promise for future work in this area.
引用
收藏
页码:39 / +
页数:2
相关论文
共 50 条
  • [41] Optimizing for strategy diversity in the design of video games
    Hanguir, Oussama
    Ma, Will
    Han, Jiangze
    Ryan, Christopher Thomas
    MATHEMATICAL PROGRAMMING, 2024,
  • [42] Design facial appearance for roles in video games
    Hsu, Shang Hwa
    Kao, Ching-Han
    Wu, Muh-Cherng
    EXPERT SYSTEMS WITH APPLICATIONS, 2009, 36 (03) : 4929 - 4934
  • [43] Online Video Games as Distribution Channel for Retail Brand Voucher
    Wijanarko, Aldo
    Hadisumarto, Aswin
    4TH INTERNATIONAL CONFERENCE ON E-COMMERCE, E-BUSINESS AND E-GOVERNMENT, ICEEG 2020, 2020, : 7 - 14
  • [44] ONLINE VIDEO GAMES AND SOCIAL NETWORKS FOR SENSITIZATION ON PULMONARY TUBERCULOSIS
    Nino Zambrano, Miguel Angel
    Tobar Munoz, Hendrys Fabian
    Lemos Zuluaga, Jonatan
    UIS INGENIERIAS, 2009, 8 (02): : 127 - 140
  • [45] A Posteriori Segmentation of Personal Profiles of Online Video Games' Players
    Ramirez-Correa, Patricio E.
    Rondan-Cataluna, F. Javier
    Arenas-Gaitan, Jorge
    GAMES AND CULTURE, 2020, 15 (03) : 227 - 247
  • [46] Exploring the use of online video games to detect personality dichotomies
    Feldman, Juan
    Monteserin, Ariel
    Amandi, Analia
    ONLINE INFORMATION REVIEW, 2017, 41 (05) : 598 - 610
  • [47] A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs)
    Badrinarayanan, Vishag A.
    Sierra, Jeremy J.
    Martin, Kinnon M.
    JOURNAL OF BUSINESS RESEARCH, 2015, 68 (05) : 1045 - 1052
  • [48] Androcentrism and Violence in Online Video Games: Perpetuation of Gender Inequality
    Esteban-Ramiro, Beatriz
    de Castro, Patricia Fernandez
    Diaz-Garcia, Orlanda
    SOCIAL INCLUSION, 2025, 13
  • [49] An analysis of socioemotional and task communication in online multiplayer video games
    Peña, J
    Hancock, JT
    COMMUNICATION RESEARCH, 2006, 33 (01) : 92 - 109
  • [50] Multi-player online video games for cognitive neurorehabilitation
    Colman, J. E.
    INTERNATIONAL JOURNAL OF STROKE, 2013, 8 : 75 - 75