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  1. Computers in Entertainment (CIE)
  2. Volume 5
  3. Volume 5, Issue 4, 10/01/2007
  4. A new method for path prediction in network games
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Volume 15
Volume 14
Volume 13
Volume 12
Volume 11
Volume 10
Volume 9
Volume 8
Volume 7
Volume 6
Volume 5
Volume 5, Issue 3, July/September 2007
Volume 5, Issue 2, April/June 2007
Volume 5, Issue 1, January 2007
Volume 5, Issue 4, 10/01/2007
A word from the editor
Interview with Michelle Hinn
Towards a taxonomy of perceived agency in narrative game-play
Game on
The $3^{rd}$ International Conference on E-Learning and Game EDUTAINMENT 2008 (Nanjing, China)
Interview with Joseph Olin
Modeling motivation for adaptive nonplayer characters in dynamic computer game worlds
EURO ITV.2008
The impact of the brand in the success of a mobile game
Embedded noninteractive continuous bot detection
A new method for path prediction in network games
Massively multiplayer online role-playing games
Group play
Volume 4
Volume 3
Volume 2
Volume 1

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A new method for path prediction in network games

Content Provider ACM Digital Library
Author Li, Shaolong Li, Lei Chen, Changja
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.
Starting Page 1
Ending Page 12
Page Count 12
File Format PDF
ISSN 15443574
DOI 10.1145/1324198.1324206
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 5
Issue Number 4
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2008-03-01
Publisher Place New York
Access Restriction One Nation One Subscription (ONOS)
Subject Keyword Hybrid method Dead-reckoning Interest scheme (is) Dead-reckoning vectors Network delay
Content Type Text
Resource Type Article
Subject Computer Science Applications
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