Topology-aware clustering to achieve latency comparable to one-frame in multiplayer online games

Y. Aikawa, Y. Hei, T. Ogishi, S. Niida, T. Hasegawa
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引用次数: 3

Abstract

The market for multiplayer online games is rapidly growing in concert with the growth in broadband Internet connection services. Since such games share a virtual space among many players, it is important to match players to a group so that they share low-latency connections with each other. This is because the latency between them affects the perceived quality of their experience. In this paper, we propose a topology-aware matching algorithm using players' geographical locations. We focus on synchronous multiplayer games that require a latency comparable to a delay of one frame. This paper describes the algorithm and its evaluation by simulations.
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拓扑感知集群,实现与多人在线游戏中一帧相当的延迟
随着宽带互联网连接服务的发展,多人在线游戏市场也在迅速增长。由于这类游戏在许多玩家之间共享虚拟空间,因此将玩家匹配到一个组中以便他们彼此共享低延迟连接是很重要的。这是因为它们之间的延迟影响了他们体验的感知质量。在本文中,我们提出了一种基于玩家地理位置的拓扑感知匹配算法。我们专注于同步多人游戏,这类游戏需要一帧左右的延迟。本文介绍了该算法并通过仿真对其进行了评价。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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