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On the impact of delay on real-time multiplayer games

Published: 12 May 2002 Publication History

Abstract

Multiplayer games, i.e., games where several persons interact simultaneously over networks like the Internet, receive much interest. One of the reasons is that competing with human counterparts is typically considered as much more interesting and challenging than playing just against a computer.A major problem of network-based multiplayer games is caused by the network transmission delay. This means that it takes a while until information, e.g., about the movement of the opponents objects and their new position, reaches the receivers. This delay causes several difficulties and leads to paradoxical situations. For example, consider a racing game with two players, shortly after the start both believe that they have the lead because it takes a while until the position of the counter player reaches the local player. Approaches to provide for a global consistent state of the game by introducing a local presentation delay have been proposed, however, these increase the application-level delay even more.Therefore, it is important to investigate the impact such delays can have on the performance of multiplayer games and the attractiveness of these games for the human players. Such a study is the purpose of this work. We concentrate on real-time games for the Internet where significant delays can occur. The evaluation is performed through measurements using a car racing simulator.

References

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L. Gautier and C. Diot: "Design and Evaluation of MiMaze, a Multiplayer Game on the Internet", Proc. IEEE Multimedia (ICMCS'98), Austin, TX, USA, 1998, pp. 233--236.]]
[2]
Tristan Henderson: "Latency and User Behaviour on a Multiplayer Game Server", Proc.Third International Workshop on Networked Group Communication (NGC2001), November 7--9, 2001, UCL, London, UK.]]
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Martin Mauve: "How to Keep a Dead Man from Shooting", Proc. of the 7th International Workshop on Interactive Distributed Multimedia Systems and Telecommunication Services (IDMS) 2000, Enschede, The Netherlands, 2000, pp. 199-204.]]
[4]
Martin Mauve: "Consistency in Replicated Continuous Interactive Media", Proc. of the ACM Conference on Computer Supported Cooperative Work (CSCW) 2000, Philadelphia, PA, USA, 2000, pp. 181-190.]]
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Lothar Pantel: "Approaches for the Treatment of End-to-End Delay within Multiplayer Games" (in German), Studienarbeit, TU Darmstadt, 2000.]]
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Lothar Pantel, Lars Wolf: "On the Suitability of Dead Reckoning Schemes for Games", First Workshop on Network and System Support for Games (NetGames2002), April 16--17, 2002, Braunschweig, Germany.]]
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R. Steinmetz und C. Engler: 'Human Perception of Media Synchronization", Technical Report 43.9310, IBM European Networking Center Heidelberg, Heidelberg, Germany, 1993.]]
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Jose Pablo Zagal, Miguel Nussbaum, Ricardo Rosas: "A Model to Support the Design of Multiplayer Games", Presence, Vol. 9, No. 5, October 2000, pp. 448--462.]]

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                            cover image ACM Conferences
                            NOSSDAV '02: Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
                            May 2002
                            196 pages
                            ISBN:1581135122
                            DOI:10.1145/507670
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                            Published: 12 May 2002

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                            1. delay
                            2. multiplayer games
                            3. real-time applications
                            4. user impact

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