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Managing latency and fairness in networked games

Published:01 November 2006Publication History
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Abstract

Fighting propagation delays in real-time interactive applications improves gameplay and fairness in networked games by trading off inconstencies and tuning decision points topology.

References

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  1. Managing latency and fairness in networked games

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                        William W. Oblitey

                        Networked games can improve participatory applications delivered over the Internet, where physically dispersed participants interact through a common virtual environment. There is the need to make all users aware of the actions each other user performs, so as not to cause a discrepancy in the perceptions of the participants across the network. There is also the problem of unavoidable propagation delays with increased geographical distances among the participants, which can cause the application to be sluggish, and even seemingly unresponsive, even with abundant processing resources on the network. This paper examines networked games. It considers the "playability" of games, and examines variations in playability that can provide unfair advantages to some participants over others. The paper also examines the infrastructure supporting a networked game, and other parameters that influence a participant's experience, to show how a game provider, and thus an application provider, can manage participation and fairness at the levels of trading off inconsistencies within software components and selecting the decision points topology. The paper goes on to discuss various factors that influence the quality of participatory applications, in terms of their fairness and accessibility, and demonstrates that the careful selection and organization of servers can significantly improve accessibility and response time. Online Computing Reviews Service

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                        • Published in

                          cover image Communications of the ACM
                          Communications of the ACM  Volume 49, Issue 11
                          Entertainment networking
                          November 2006
                          82 pages
                          ISSN:0001-0782
                          EISSN:1557-7317
                          DOI:10.1145/1167838
                          Issue’s Table of Contents

                          Copyright © 2006 ACM

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                          Publication History

                          • Published: 1 November 2006

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