A Real Time Network Game System Based on Retransmission of N-based Game Command History for Revising Packet Errors

The latency occurring from the load fluctuation in a real-time network games may be overcome by using an initial delay scheme on the client, and then play the game, it means that stability can be maintained, and the shortcomings of packet losses and errors on UDP communications are alleviated. In th...

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Hauptverfasser: Seong-Hoo Kim, Bong-Joon Choi, Mi-Sook Jung, Kyoo-Seok Park
Format: Tagungsbericht
Sprache:eng
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Zusammenfassung:The latency occurring from the load fluctuation in a real-time network games may be overcome by using an initial delay scheme on the client, and then play the game, it means that stability can be maintained, and the shortcomings of packet losses and errors on UDP communications are alleviated. In this paper, we suggest a retransmission algorithm using an N-Based game command history that supports End-to-End protocol, and retransmits data without alteration of existing protocols, and also supports video games based on multi-platform in wired-wireless network environments, and it can possibly work under multi-user games. As demonstrated in the simulations, we confirm that the suggested system is more stable than existing systems.
DOI:10.1109/SERA.2007.27