Dead reckoning algorithm for multiplayer online games

Multiplayer online games involve a lot of information passing between each player to render correct players’ movements and positions. In every movement a player makes, he broadcasts his movement information to other players so that other players see him moving to the new position in their display co...

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Main Author: Jaya, Iryanto
Other Authors: Liu Sze Yeung, Elvis
Format: Final Year Project
Language:English
Published: 2016
Subjects:
Online Access:http://hdl.handle.net/10356/66714
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-667142023-03-03T20:59:47Z Dead reckoning algorithm for multiplayer online games Jaya, Iryanto Liu Sze Yeung, Elvis School of Computer Engineering DRNTU::Engineering Multiplayer online games involve a lot of information passing between each player to render correct players’ movements and positions. In every movement a player makes, he broadcasts his movement information to other players so that other players see him moving to the new position in their display correctly. However, such broadcasting method consumes a massive amount of bandwidth, and hence, a prediction algorithm called Dead Reckoning (DR) and interest management schemes, usually implemented by using zone partitioning (ZP), were introduced to mitigate this bandwidth consumption issue by slightly reducing rendering accuracy. In this project, ZP and DR are combined to make use of the advantages of both techniques. ZP with DR was compared with an adaptive DR algorithm and ZP interest management scheme without DR to see how ZP with DR can bring improvements over existing techniques. Data for evaluation experiments were collected from a racing car simulator TORCS; each file contains the position, velocity and acceleration for all cars at a fixed poll rate. Therefore, the experiment only used the obtained game trace instead of running ZP with DR in game. The results from the experiment showed that the new technique, ZP with DR, generally resulted in lower bandwidth consumption compared to ZP or DR technique alone. Moreover, the higher complexity of ZP with DR compared to the other two techniques did not result in significant increase in run time. Therefore, ZP with DR took the advantages of both ZP and DR without significant compromise. Bachelor of Engineering (Computer Science) 2016-04-21T09:03:17Z 2016-04-21T09:03:17Z 2016 Final Year Project (FYP) http://hdl.handle.net/10356/66714 en Nanyang Technological University 46 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
spellingShingle DRNTU::Engineering
Jaya, Iryanto
Dead reckoning algorithm for multiplayer online games
description Multiplayer online games involve a lot of information passing between each player to render correct players’ movements and positions. In every movement a player makes, he broadcasts his movement information to other players so that other players see him moving to the new position in their display correctly. However, such broadcasting method consumes a massive amount of bandwidth, and hence, a prediction algorithm called Dead Reckoning (DR) and interest management schemes, usually implemented by using zone partitioning (ZP), were introduced to mitigate this bandwidth consumption issue by slightly reducing rendering accuracy. In this project, ZP and DR are combined to make use of the advantages of both techniques. ZP with DR was compared with an adaptive DR algorithm and ZP interest management scheme without DR to see how ZP with DR can bring improvements over existing techniques. Data for evaluation experiments were collected from a racing car simulator TORCS; each file contains the position, velocity and acceleration for all cars at a fixed poll rate. Therefore, the experiment only used the obtained game trace instead of running ZP with DR in game. The results from the experiment showed that the new technique, ZP with DR, generally resulted in lower bandwidth consumption compared to ZP or DR technique alone. Moreover, the higher complexity of ZP with DR compared to the other two techniques did not result in significant increase in run time. Therefore, ZP with DR took the advantages of both ZP and DR without significant compromise.
author2 Liu Sze Yeung, Elvis
author_facet Liu Sze Yeung, Elvis
Jaya, Iryanto
format Final Year Project
author Jaya, Iryanto
author_sort Jaya, Iryanto
title Dead reckoning algorithm for multiplayer online games
title_short Dead reckoning algorithm for multiplayer online games
title_full Dead reckoning algorithm for multiplayer online games
title_fullStr Dead reckoning algorithm for multiplayer online games
title_full_unstemmed Dead reckoning algorithm for multiplayer online games
title_sort dead reckoning algorithm for multiplayer online games
publishDate 2016
url http://hdl.handle.net/10356/66714
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