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dc.contributor.convenorShahruddin Musliminen_AU
dc.contributor.authorMoon, Kyung-Seoben_US
dc.contributor.authorMuthukkumarasamy, Vallipuramen_US
dc.contributor.authorNguyen, Anneen_US
dc.contributor.authorKim, Hyung Sooen_US
dc.contributor.editorBorhanuddin Mohd Ali, Mahamod Ismail, Hafizal Mohamaden_US
dc.date.accessioned2017-04-24T11:12:47Z
dc.date.available2017-04-24T11:12:47Z
dc.date.issued2005en_US
dc.date.modified2007-11-02T06:57:24Z
dc.identifier.doihttp://ieeexplore.ieee.org/xpl/freeabs_all.jsp?arnumber=1635506en_AU
dc.identifier.urihttp://hdl.handle.net/10072/2544
dc.description.abstractThere 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.en_US
dc.description.peerreviewedYesen_US
dc.description.publicationstatusYesen_AU
dc.format.extent1731350 bytes
dc.format.mimetypeapplication/pdf
dc.languageEnglishen_US
dc.language.isoen_AU
dc.publisherInstitute of Electrical and Electronics Engineersen_US
dc.publisher.placeMalaysiaen_US
dc.publisher.urihttp://ieeexplore.ieee.org/Xplore/dynhome.jspen_AU
dc.relation.ispartofstudentpublicationNen_AU
dc.relation.ispartofconferencename13th IEEE International Conference on Networks and 7th IEEE Malaysia International Conference on Comen_US
dc.relation.ispartofconferencetitle2005 13th IEEE International Conference on Networks Jointly held with the 2005 7th IEEE Malaysia International Conference on Communications : Proceeding 1en_US
dc.relation.ispartofdatefrom2005-11-16en_US
dc.relation.ispartofdateto2005-11-18en_US
dc.relation.ispartoflocationKuala Lumpur, Malaysiaen_US
dc.rights.retentionYen_AU
dc.subject.fieldofresearchcode289999en_US
dc.titleMaintaining Consistency in Distributed Network Gamesen_US
dc.typeConference outputen_US
dc.type.descriptionE1 - Conference Publications (HERDC)en_US
dc.type.codeE - Conference Publicationsen_US
gro.rights.copyrightCopyright 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.en_AU
gro.date.issued2005
gro.hasfulltextFull Text


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