dc.contributor.convenor | Shahruddin Muslimin | |
dc.contributor.author | Moon, KS | |
dc.contributor.author | Muthukkumarasamy, V | |
dc.contributor.author | Nguyen, ATA | |
dc.contributor.author | Kim, HS | |
dc.contributor.editor | Ali, BM | |
dc.date.accessioned | 2017-05-03T13:58:53Z | |
dc.date.available | 2017-05-03T13:58:53Z | |
dc.date.issued | 2005 | |
dc.date.modified | 2007-11-02T06:57:24Z | |
dc.identifier.isbn | 9781424400003 | |
dc.identifier.doi | 10.1109/ICON.2005.1635506 | |
dc.identifier.uri | http://hdl.handle.net/10072/2544 | |
dc.description.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 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.peerreviewed | Yes | |
dc.description.publicationstatus | Yes | |
dc.format.extent | 1731350 bytes | |
dc.format.mimetype | application/pdf | |
dc.language | English | |
dc.language.iso | eng | |
dc.publisher | Institute of Electrical and Electronics Engineers | |
dc.publisher.place | Malaysia | |
dc.relation.ispartofstudentpublication | N | |
dc.relation.ispartofconferencename | 13th IEEE International Conference on Networks/7th IEEE Malaysia International Conference on Communications (ICON/MICC) | |
dc.relation.ispartofconferencetitle | 2005 13th IEEE International Conference on Networks Jointly held with the 2005 7th IEEE Malaysia International Conference on Communications, Proceedings 1 and 2 | |
dc.relation.ispartofdatefrom | 2005-11-16 | |
dc.relation.ispartofdateto | 2005-11-18 | |
dc.relation.ispartoflocation | Kuala Lumpur, MALAYSIA | |
dc.relation.ispartofpagefrom | 374 | |
dc.relation.ispartofpagefrom | 6 pages | |
dc.relation.ispartofpageto | 379 | |
dc.relation.ispartofpageto | 6 pages | |
dc.relation.ispartofvolume | 1 | |
dc.rights.retention | Y | |
dc.subject.fieldofresearchcode | 289999 | |
dc.title | Maintaining Consistency in Distributed Network Games | |
dc.type | Conference output | |
dc.type.description | E1 - Conferences | |
dc.type.code | E - 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.issued | 2005 | |
gro.hasfulltext | Full Text | |
gro.griffith.author | Muthukkumarasamy, Vallipuram | |