Compensation for Delays and Losses of Packages in Dynamic Online Games

Andrew Alexeev, R. Sinitsyna
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Abstract

A couple of decades ago, data rates on the network were measured in kilobytes per second, and even then, online game developers had some problems with the packet loss and transmission delays. Now the transfer rate is hundreds of times higher, and the problem of delay compensation is even more relevant.For many dynamic online games, a transmission delay of as little as 20 ms can be quite noticeable, negatively affecting the gameplay and emotions of the game, which can repel players.The problem is exacerbated by the fact that along with the need to compensate for the time of delivery of packets, on the client side there are other non-network factors that are beyond the control of developers, which make the total delay 5-10 ms longer. Because of this, the desire to get rid of network delays as much and as well as possible becomes a necessity, and developers are forced to look for optimal ways to solve this problem.The problem statement is as follows: to review the causes of delays in online games and possible solu- tions, as well as the advantages and disadvantages of certain approaches. The problem is considered at the 4 levels of the TCP / IP network model, as well as at the application level. The approaches are given for the most commonly used protocols for each layer, but basic ideas can be easily transferred to other implementations.The main causes of delays under consideration: propagation delay, router queue delay, transmission delay, and processing delays.This article shows the impact of network delays on the online games and the ways to compensate for them, along with the theory of data transmission protocols in the network and the ways to solve the problems that arise in the development of algorithms.Recommendations for solving the compensation problem can be taken into account when designing and launching online shooters, strategies, etc. Thanks to the given receptions it is possible to minimize the general delay on the transfer of packets in a network, thanks to which the game on the client looks as if the player plays in the Single Player mode.
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动态网络游戏中包裹延误与丢失的赔偿
几十年前,网络上的数据速率是以千字节每秒为单位来衡量的,即使在那时,在线游戏开发人员也会遇到一些数据包丢失和传输延迟的问题。现在的传输速率提高了数百倍,延迟补偿的问题就更加重要了。对于许多动态在线游戏来说,即使只有20毫秒的传输延迟也会非常明显,这会对游戏玩法和游戏情绪产生负面影响,从而使玩家反感。除了需要补偿数据包的传递时间外,在客户端还有其他非网络因素超出了开发人员的控制范围,这使得总延迟延长了5-10毫秒,这一事实加剧了问题。正因为如此,尽可能多地消除网络延迟成为一种必要,开发人员被迫寻找解决这一问题的最佳方法。问题陈述如下:回顾网络游戏延迟的原因和可能的解决方案,以及某些方法的优缺点。这个问题在TCP / IP网络模型的4个层次以及应用程序层次上考虑。本文给出了每一层最常用协议的方法,但基本思想可以很容易地转移到其他实现中。考虑延迟的主要原因:传播延迟、路由器队列延迟、传输延迟和处理延迟。本文介绍了网络延迟对网络游戏的影响及其补偿方法,以及网络中数据传输协议的理论和算法开发中出现的问题的解决方法。在设计和发行在线射击游戏、策略等时,可以考虑解决补偿问题的建议。由于给定的接收,可以最大限度地减少网络中数据包传输的一般延迟,这要归功于客户端上的游戏看起来好像玩家在单人模式下玩。
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