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dc.contributor.authorMoon, Kyung-Seoben_US
dc.contributor.authorMuthukkumarasamy, Vallipuramen_US
dc.contributor.authorNguyen, Anneen_US
dc.contributor.editorZhigeng Pan, Ruth Aylett, Holger Diener, Xiaogang Jin, Stefan Gobel, Li Lien_US
dc.date.accessioned2017-05-03T13:58:38Z
dc.date.available2017-05-03T13:58:38Z
dc.date.issued2006en_US
dc.date.modified2010-08-26T07:36:01Z
dc.identifier.issn03029743en_US
dc.identifier.doi10.1007/11736639_79en_AU
dc.identifier.urihttp://hdl.handle.net/10072/11546
dc.description.abstractThere are two main approaches, conservative and optimistic, for maintaining consistency in distributed network games. Under the conservative approach, players may experience network latency, depending on packet transfer delay caused by the send-and-wait and acknowledging processes. Under the optimistic approach, the processes do not wait for other players' packets and advance to their own frames, hence there is no network latency. However, when inconsistency happens, the processes must roll back. This can cause irritation and confusion to players, and thus the game quality deteriorates. Overall, the optimistic approach may not be suitable for networked games. To overcome the network latency problem in the conservative approach, we propose a new system which can reduce the network latency and bandwidth requirements. Furthermore, the effect of the number of players in multiplayer game sessions is examined in detail with varying number of players. Experimental results with our proposed system confirm improved performances in latency and frame rate.en_US
dc.description.peerreviewedYesen_US
dc.description.publicationstatusYesen_AU
dc.format.extent313207 bytes
dc.format.extent23841 bytes
dc.format.mimetypeapplication/pdf
dc.format.mimetypetext/plain
dc.languageEnglishen_US
dc.language.isoen_AU
dc.publisherSpringeren_US
dc.publisher.placeBerlin/Heidelberg, Germanyen_US
dc.relation.ispartofstudentpublicationNen_AU
dc.relation.ispartofpagefrom648en_US
dc.relation.ispartofpageto657en_US
dc.relation.ispartofjournalLecture Notes in Computer Science: Technologies for E-Learning and Digital Entertainmenten_US
dc.relation.ispartofvolume3942en_US
dc.rights.retentionYen_AU
dc.subject.fieldofresearchcode289999en_US
dc.subject.fieldofresearchcode291704en_US
dc.titleEfficiently Maintaining Consistency Using Tree-Based P2P Network System in Distributed Network Gamesen_US
dc.typeJournal articleen_US
dc.type.descriptionC1 - Peer Reviewed (HERDC)en_US
dc.type.codeC - Journal Articlesen_US
gro.rights.copyrightCopyright 2006 Springer. This is the author-manuscript version of the paper. The attached file is reproduced here in accordance with the copyright policy of the publisher. Use hypertext link for access to the publisher's website.en_AU
gro.date.issued2006
gro.hasfulltextFull Text


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