Local status history based interpolation algorithm for networked racing game

This thesis addresses the problems of un-smooth vehicle movement and inconsistent views of the virtual world in network based racing games caused by network latency and bandwidth limitation. These problems significantly affect game experience of the players. We propose two methods to provide smoot...

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Main Author: Niu, Junpeng
Other Authors: Zhou Suiping
Format: Theses and Dissertations
Language:English
Published: 2009
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Online Access:https://hdl.handle.net/10356/19302
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-193022023-03-04T00:38:23Z Local status history based interpolation algorithm for networked racing game Niu, Junpeng Zhou Suiping School of Computer Engineering TQ Global Centre for Advanced Media Technology DRNTU::Engineering::Systems engineering This thesis addresses the problems of un-smooth vehicle movement and inconsistent views of the virtual world in network based racing games caused by network latency and bandwidth limitation. These problems significantly affect game experience of the players. We propose two methods to provide smooth vehicle movement without losing much consistency under most network conditions. The first method is called Local Status History Based Interpolation Algorithm (LSHBIA). To predict and interpolate the future movement of another player’s vehicle over the network, the LSHBIA uses the local status history of that vehicle in addition to the received update information from the network. The method can provide smooth vehicle movement in network based racing game, under good network conditions where the latency is less than 600ms for most of the time. However, under bad network conditions where the latency often exceeds 600ms, LSHBIA cannot maintain the smoothness of vehicle movement well. Another method, AI enhanced LSHBIA, is then proposed. The method uses AI techniques to control the movement of other players’ vehicles when the latency is greater than 600ms. Otherwise it will use the same approach in LSHBIA to handle the movement of vehicles. The method can still provide players with smooth vehicle movement in their network based racing games even when the network condition is bad. MASTER OF ENGINEERING (SCE) 2009-12-03T07:41:15Z 2009-12-03T07:41:15Z 2009 2009 Thesis Niu, J. (2009). Local status history based interpolation algorithm for networked racing game. Master’s thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/19302 10.32657/10356/19302 en 90 p. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Engineering::Systems engineering
spellingShingle DRNTU::Engineering::Systems engineering
Niu, Junpeng
Local status history based interpolation algorithm for networked racing game
description This thesis addresses the problems of un-smooth vehicle movement and inconsistent views of the virtual world in network based racing games caused by network latency and bandwidth limitation. These problems significantly affect game experience of the players. We propose two methods to provide smooth vehicle movement without losing much consistency under most network conditions. The first method is called Local Status History Based Interpolation Algorithm (LSHBIA). To predict and interpolate the future movement of another player’s vehicle over the network, the LSHBIA uses the local status history of that vehicle in addition to the received update information from the network. The method can provide smooth vehicle movement in network based racing game, under good network conditions where the latency is less than 600ms for most of the time. However, under bad network conditions where the latency often exceeds 600ms, LSHBIA cannot maintain the smoothness of vehicle movement well. Another method, AI enhanced LSHBIA, is then proposed. The method uses AI techniques to control the movement of other players’ vehicles when the latency is greater than 600ms. Otherwise it will use the same approach in LSHBIA to handle the movement of vehicles. The method can still provide players with smooth vehicle movement in their network based racing games even when the network condition is bad.
author2 Zhou Suiping
author_facet Zhou Suiping
Niu, Junpeng
format Theses and Dissertations
author Niu, Junpeng
author_sort Niu, Junpeng
title Local status history based interpolation algorithm for networked racing game
title_short Local status history based interpolation algorithm for networked racing game
title_full Local status history based interpolation algorithm for networked racing game
title_fullStr Local status history based interpolation algorithm for networked racing game
title_full_unstemmed Local status history based interpolation algorithm for networked racing game
title_sort local status history based interpolation algorithm for networked racing game
publishDate 2009
url https://hdl.handle.net/10356/19302
_version_ 1759858319533539328