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Sugih Jamin - One of the best experts on this subject based on the ideXlab platform.

  • An Efficient Synchronization Mechanism for Mirrored Game Architectures
    Multimedia Tools and Applications, 2004
    Co-Authors: Eric Cronin, Anthony R. Kurc, Burton Filstrup, Sugih Jamin
    Abstract:

    Existing online multiplayer games typically use a client-server model, which introduces added latency as well as a single bottleneck and single point of failure to the game. Distributed multiplayer games minimize latency and remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games. We look at TSS in the environment of a mirrored game architecture , which is a hybrid between traditional centralized Architectures and the more scalable Peer-to-Peer Architectures. Mirrored Architectures allow for improved performance compared to client-server Architectures while at the same time allowing for a greater degree of centralized administration than Peer-to-Peer Architectures. We evaluate the performance of TSS and other synchronization methods through simulation and examine heuristics for selecting the synchronization delays needed for TSS.

  • an efficient synchronization mechanism for mirrored game Architectures
    Network and System Support for Games, 2002
    Co-Authors: Eric Cronin, Anthony R. Kurc, Burton Filstrup, Sugih Jamin
    Abstract:

    Existing online multiplayer games typically use a client-server model, which introduces a single bottleneck and point of failure to the game. Distributed multiplayer games remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games.We look at TSS in the environment of a mirrored game architecture, which is a hybrid between traditional centralized Architectures and the more scalable Peer-to-Peer Architectures. Mirrored Architectures allow for improved performance compared to client-server Architectures while at the same time allowing for a greater degree of centralized administration than Peer-to-Peer Architectures.

Eric Cronin - One of the best experts on this subject based on the ideXlab platform.

  • An Efficient Synchronization Mechanism for Mirrored Game Architectures
    Multimedia Tools and Applications, 2004
    Co-Authors: Eric Cronin, Anthony R. Kurc, Burton Filstrup, Sugih Jamin
    Abstract:

    Existing online multiplayer games typically use a client-server model, which introduces added latency as well as a single bottleneck and single point of failure to the game. Distributed multiplayer games minimize latency and remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games. We look at TSS in the environment of a mirrored game architecture , which is a hybrid between traditional centralized Architectures and the more scalable Peer-to-Peer Architectures. Mirrored Architectures allow for improved performance compared to client-server Architectures while at the same time allowing for a greater degree of centralized administration than Peer-to-Peer Architectures. We evaluate the performance of TSS and other synchronization methods through simulation and examine heuristics for selecting the synchronization delays needed for TSS.

  • an efficient synchronization mechanism for mirrored game Architectures
    Network and System Support for Games, 2002
    Co-Authors: Eric Cronin, Anthony R. Kurc, Burton Filstrup, Sugih Jamin
    Abstract:

    Existing online multiplayer games typically use a client-server model, which introduces a single bottleneck and point of failure to the game. Distributed multiplayer games remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games.We look at TSS in the environment of a mirrored game architecture, which is a hybrid between traditional centralized Architectures and the more scalable Peer-to-Peer Architectures. Mirrored Architectures allow for improved performance compared to client-server Architectures while at the same time allowing for a greater degree of centralized administration than Peer-to-Peer Architectures.

Burton Filstrup - One of the best experts on this subject based on the ideXlab platform.

  • An Efficient Synchronization Mechanism for Mirrored Game Architectures
    Multimedia Tools and Applications, 2004
    Co-Authors: Eric Cronin, Anthony R. Kurc, Burton Filstrup, Sugih Jamin
    Abstract:

    Existing online multiplayer games typically use a client-server model, which introduces added latency as well as a single bottleneck and single point of failure to the game. Distributed multiplayer games minimize latency and remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games. We look at TSS in the environment of a mirrored game architecture , which is a hybrid between traditional centralized Architectures and the more scalable Peer-to-Peer Architectures. Mirrored Architectures allow for improved performance compared to client-server Architectures while at the same time allowing for a greater degree of centralized administration than Peer-to-Peer Architectures. We evaluate the performance of TSS and other synchronization methods through simulation and examine heuristics for selecting the synchronization delays needed for TSS.

  • an efficient synchronization mechanism for mirrored game Architectures
    Network and System Support for Games, 2002
    Co-Authors: Eric Cronin, Anthony R. Kurc, Burton Filstrup, Sugih Jamin
    Abstract:

    Existing online multiplayer games typically use a client-server model, which introduces a single bottleneck and point of failure to the game. Distributed multiplayer games remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games.We look at TSS in the environment of a mirrored game architecture, which is a hybrid between traditional centralized Architectures and the more scalable Peer-to-Peer Architectures. Mirrored Architectures allow for improved performance compared to client-server Architectures while at the same time allowing for a greater degree of centralized administration than Peer-to-Peer Architectures.

Anthony R. Kurc - One of the best experts on this subject based on the ideXlab platform.

  • An Efficient Synchronization Mechanism for Mirrored Game Architectures
    Multimedia Tools and Applications, 2004
    Co-Authors: Eric Cronin, Anthony R. Kurc, Burton Filstrup, Sugih Jamin
    Abstract:

    Existing online multiplayer games typically use a client-server model, which introduces added latency as well as a single bottleneck and single point of failure to the game. Distributed multiplayer games minimize latency and remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games. We look at TSS in the environment of a mirrored game architecture , which is a hybrid between traditional centralized Architectures and the more scalable Peer-to-Peer Architectures. Mirrored Architectures allow for improved performance compared to client-server Architectures while at the same time allowing for a greater degree of centralized administration than Peer-to-Peer Architectures. We evaluate the performance of TSS and other synchronization methods through simulation and examine heuristics for selecting the synchronization delays needed for TSS.

  • an efficient synchronization mechanism for mirrored game Architectures
    Network and System Support for Games, 2002
    Co-Authors: Eric Cronin, Anthony R. Kurc, Burton Filstrup, Sugih Jamin
    Abstract:

    Existing online multiplayer games typically use a client-server model, which introduces a single bottleneck and point of failure to the game. Distributed multiplayer games remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games.We look at TSS in the environment of a mirrored game architecture, which is a hybrid between traditional centralized Architectures and the more scalable Peer-to-Peer Architectures. Mirrored Architectures allow for improved performance compared to client-server Architectures while at the same time allowing for a greater degree of centralized administration than Peer-to-Peer Architectures.

Jinhwan Kim - One of the best experts on this subject based on the ideXlab platform.

  • bandwidth requirement and priority based synchronization methods in hybrid client server architecture for mobile multiplayer games
    Journal of Korea Multimedia Society, 2014
    Co-Authors: Jinhwan Kim
    Abstract:

    Most of the multiplayer games available online are based on a client-server architecture because this architecture gives better administration control to the game providers than Peer-to-Peer architecture. In this architecture, the server is responsible for all the communication between the connected clients. The weakness of this architecture is its bandwidth requirement and scalability. Peer-to-Peer Architectures have then been proposed to solve these issues. In this paper, we propose a hybrid client-server architecture in which the game state is partially shared by the mobile terminal to achieve consistency among different players. Like a Peer-to-Peer architecture, this architecture uses client-side capacities to reduce bandwidth requirements for the server and improves consistency in wireless networks. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to tasks with different priorities on CPU processing. In the proposed architecture, either the server or the client applies consistency mechanism according to the priority level. Simulation experiments show that the bandwidth of the server in this architecture is smaller than that of the client-server architecture. As a result, the server in the proposed architecture can accommodate more clients with enhancing the scalability.