• myGriffith
    • Staff portal
    • Contact Us⌄
      • Future student enquiries 1800 677 728
      • Current student enquiries 1800 154 055
      • International enquiries +61 7 3735 6425
      • General enquiries 07 3735 7111
      • Online enquiries
      • Staff phonebook
    View Item 
    •   Home
    • Griffith Research Online
    • Conference outputs
    • View Item
    • Home
    • Griffith Research Online
    • Conference outputs
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Browse

  • All of Griffith Research Online
    • Communities & Collections
    • Authors
    • By Issue Date
    • Titles
  • This Collection
    • Authors
    • By Issue Date
    • Titles
  • Statistics

  • Most Popular Items
  • Statistics by Country
  • Most Popular Authors
  • Support

  • Contact us
  • FAQs
  • Admin login

  • Login
  • Maintaining Consistency in Distributed Network Games

    Thumbnail
    View/Open
    32338.pdf (1.651Mb)
    Author(s)
    Moon, KS
    Muthukkumarasamy, V
    Nguyen, ATA
    Kim, HS
    Griffith University Author(s)
    Muthukkumarasamy, Vallipuram
    Year published
    2005
    Metadata
    Show full item record
    Abstract
    There are basically two approaches, conservative and optimistic, to maintain consistency in distributed network games. In the former, players may experience network latency, depending on packet transfer delay, caused by the send-and-wait frame and acknowledgement packets. In the latter approaches, the processes do not wait for other players' packets and advance to their own frames, hence no network latency. However, when inconsistency happens the processes must roll back. These can cause irritation and confusion to players. Overall, the optimistic approaches may not be suitable for networked games. To overcome the network ...
    View more >
    There are basically two approaches, conservative and optimistic, to maintain consistency in distributed network games. In the former, players may experience network latency, depending on packet transfer delay, caused by the send-and-wait frame and acknowledgement packets. In the latter approaches, the processes do not wait for other players' packets and advance to their own frames, hence no network latency. However, when inconsistency happens the processes must roll back. These can cause irritation and confusion to players. Overall, the optimistic approaches may not be suitable for networked games. To overcome the network latency problem in the conservative approaches, this paper introduces a network system which can reduce network latency and bandwidth by utilizing packet-relay and shortest path algorithms. Furthermore, game efficiency comparison between lock-step and bucket-synchronization algorithms on the proposed network system is presented in this paper.
    View less >
    Conference Title
    2005 13th IEEE International Conference on Networks Jointly held with the 2005 7th IEEE Malaysia International Conference on Communications, Proceedings 1 and 2
    Volume
    1
    DOI
    https://doi.org/10.1109/ICON.2005.1635506
    Copyright Statement
    © 2005 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.
    Publication URI
    http://hdl.handle.net/10072/2544
    Collection
    • Conference outputs

    Footer

    Disclaimer

    • Privacy policy
    • Copyright matters
    • CRICOS Provider - 00233E
    • TEQSA: PRV12076

    Tagline

    • Gold Coast
    • Logan
    • Brisbane - Queensland, Australia
    First Peoples of Australia
    • Aboriginal
    • Torres Strait Islander