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dc.contributor.convenorShahruddin Muslimin
dc.contributor.authorMoon, KS
dc.contributor.authorMuthukkumarasamy, V
dc.contributor.authorNguyen, ATA
dc.contributor.authorKim, HS
dc.contributor.editorAli, BM
dc.date.accessioned2017-05-03T13:58:53Z
dc.date.available2017-05-03T13:58:53Z
dc.date.issued2005
dc.date.modified2007-11-02T06:57:24Z
dc.identifier.isbn9781424400003
dc.identifier.doi10.1109/ICON.2005.1635506
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.
dc.description.peerreviewedYes
dc.description.publicationstatusYes
dc.format.extent1731350 bytes
dc.format.mimetypeapplication/pdf
dc.languageEnglish
dc.language.isoeng
dc.publisherInstitute of Electrical and Electronics Engineers
dc.publisher.placeMalaysia
dc.relation.ispartofstudentpublicationN
dc.relation.ispartofconferencename13th IEEE International Conference on Networks/7th IEEE Malaysia International Conference on Communications (ICON/MICC)
dc.relation.ispartofconferencetitle2005 13th IEEE International Conference on Networks Jointly held with the 2005 7th IEEE Malaysia International Conference on Communications, Proceedings 1 and 2
dc.relation.ispartofdatefrom2005-11-16
dc.relation.ispartofdateto2005-11-18
dc.relation.ispartoflocationKuala Lumpur, MALAYSIA
dc.relation.ispartofpagefrom374
dc.relation.ispartofpagefrom6 pages
dc.relation.ispartofpageto379
dc.relation.ispartofpageto6 pages
dc.relation.ispartofvolume1
dc.rights.retentionY
dc.subject.fieldofresearchcode289999
dc.titleMaintaining Consistency in Distributed Network Games
dc.typeConference output
dc.type.descriptionE1 - Conferences
dc.type.codeE - Conference Publications
gro.rights.copyright© 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.
gro.date.issued2005
gro.hasfulltextFull Text
gro.griffith.authorMuthukkumarasamy, Vallipuram


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    Contains papers delivered by Griffith authors at national and international conferences.

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