Modelling Dead Rocking in Online Multi-Player Games: MD Sirajul Huque, C Surekha, A Kishore Kumar, Sri Latha
Modelling Dead Rocking in Online Multi-Player Games: MD Sirajul Huque, C Surekha, A Kishore Kumar, Sri Latha
ISSN: 2278-9200
1. INTRODUCTION
Networking plays an essential role in multiplayer computer games. In this Paper, we audit the techniques developed for improving the networking in distributed interactive real-time applications. We also discuss the resource management, consistency and responsiveness, and networking on the application level. Of the various research areas related to online games, assessing the impact of network conditions on user experience is one of the most popular topics. For instance, if we can be sure that players are less tolerant of large delay variations than high latency, then providing a smoothing buffer at the client side, which introduces additional latency but smoothes the pace of game play, would be a plus, as it still improves the overall gaming experience from the users perspective. Currently, there is no standard way to objectively quantify the satisfaction that players derive from gaming. Hence, the effect of network quality is often evaluated in terms of the users performance in a specific context such as the number of kills in shooting games, the time taken to complete each lap in racing games, or the capital accumulated in strategy games.
2. Model
As online games, especially MMOG (Massive Multiplayer Online Games) , grow popular, the share of game traffic on the Internet has become increasingly significant. Reported in a backbone traffic analysis, about 3%4% of the traffic is attributed to 6 popular games. Given the significant share of game traffic and the dissimilar nature of games from dominant Internet applications such as the World Wide Web, peer-to-
peer filing sharing, and streaming, a better understanding of the game traffic is vital. In a distributed multi-player game, players are normally geographically distributed. In such games, the players are part of the game and in addition they may control entities that make up the game. During the course of the game, the players and the entities move within the game space. A technique referred to as Dead Reckoning (DR) is commonly used to exchange information about player/entity movement among the players. A player sends information about her movement as well as the movement of the entities she controls to the other players using a Dead Reckoning (DR) vector. A DR vector typically contains information about the current position of the player/entity in terms of x, y and z coordinates (at the time the DR vector was sent) as well as the trajectory of the entity in terms of the velocity component in each of the dimensions. Each of the players that form part of the game receives such DR vectors from each other and renders the other players/entities on the local console until a new DR vector is received for that player/entity. Thus, the DR vector is a model of expected future behavior, and is used to predict the position of the player/entity until an updated DR vector is received. Normally, a new DR vector is sent whenever the path of the player/entity at the sender deviates from the path corresponding to the previous DR vector (say, in terms of distance in the x, y, z plane) by some amount specified by a threshold. In a peer-to-peer game, players send DR vectors directly to each other; in a client-server game, these DR vectors may be forwarded through a game server. The idea of DR vector is used because it is almost impossible for players/entities to exchange their current positions continuously or at some very small time unit.
CSC 2012
CSCV01I1001
ISSN: 2278-9200
CSC 2012
CSCV01I1001
ISSN: 2278-9200
games as well as a general awareness of latency issues work on the effects of latency in popular First Person Shooter (FPS) games has not quantified its impact on player performance.[3] In concentrating on the effects of latency on FPS games, the possibility that packet loss may be the bottleneck in performance for some network conditions may be overlooked. To the best of our knowledge, there have been no systematic studies of packet loss on user performance in FPS games. The study of loss on network games is increasingly important as wireless channels, more prone to packet loss than traditional wire-line environment, become widely adopted. In general, the most popular FPS games have descended from two game lineages, using either a Quake or UN real based game engine. As previous research has concentrated on FPS games derived from Quake, we used Epic Games award winning1 Unreal Tournament 20032 (UT2003) in our experiments. UT2003 is very popular, with approximately 1700 servers and 4400 players online at any given time. First, we deduced typical real world values of packet loss and latency experienced on the Internet by monitoring operational UT 2003 game servers. We then used these values as guidelines for induced loss and latency values in a controlled emulated environment we designed, allowing us to monitor UT2003 at the network, application and user levels. We divided user interaction in UT2003 into fundamental FPS interaction components in order to isolate particular facets of game-play. These interaction components include movement, precision shooting, general shooting, and moving and shooting simultaneously. We designed experiments with game maps that allowed us to isolate each game component. Using our test bed, we ran numerous user studies during which we systematically changed the loss and latency and measured the impact on performance. We find that the levels of packet loss and latency typically encountered on the Internet, while sometimes unpleasant, do not drastically impact user
CSCV01I1001
ISSN: 2278-9200
vectors may be forwarded through a game server. The idea of DR vector is used because it is almost impossible for players/entities to exchange their current positions continuously or at some very small time unit.
4. Advantages
We analyze the player departure patterns in ShenZhou Online and their relationship to network quality. We find that both network latency and network loss have a significant influence on players decisions to leave a game prematurely. As the number of users increases in an online game the efficiency of the service will not be degraded. Scalability of the services doesnt depend up on the number of user in online.
3. Experimental results
In a distributed multi-player game, players are normally geographically distributed. In such games, the players are part of the game and in addition they may control entities that make up the game. During the course of the game, the players and the entities move within the game space. A technique referred to as Dead Reckoning (DR) is commonly used to exchange information about player/entity movement among the players .A player sends information about her movement as well as the movement of the entities she controls to the other players using a Dead Reckoning (DR) vector. A DR vector typically contains information about the current position of the player/entity in terms of x, y and z coordinates (at the time the DR vector was sent) as well as the trajectory of the entity in terms of the velocity component in each of the dimensions. Each of the players that form part of the game receives such DR vectors from each other and renders the other players/entities on the local console until a new DR vector is received for that player/entity. Thus, the DR vector is a model of expected future behavior, and is used to predict the position of the player/entity until an updated DR vector is received. Normally, a new DR vector is sent whenever the path of the player/entity at the sender deviates from the path corresponding to the previous DR vector (say, in terms of distance in the x, y, z plane) by some amount specified by a threshold. In a peer-to-peer game, players send DR vectors directly to each other; in a client-server game, these DR CSC 2012
5. Conclusion
To understand the relationship between network quality and players departure patterns, we analyzed a 1,356millionpacket trace from a commercial MMORPG called ShenZhou Online. Our results indicate that both network delay and network loss significantly affect a players decision to leave a game prematurely, i.e., the player quits a few minutes after joining a game. We show that it is feasible to predict whether players will quit prematurely based on the network conditions they experience. The proposed model can determine the relative impact of different types of network impairment and try to reactive the game by using mobile devices automatically or else they receive the message according to the network conditions.
REFRENCES:
1.
Sudhir
Aggarwal in
Hemant
Banavar
Amit Based
Khandelwal(Accuracy
DeadReckoning
CSCV01I1001
ISSN: 2278-9200
CSC 2012
CSCV01I1001