DocumentCode
2381483
Title
A Method of Using Personal Habits for Path Prediction in Network Games
Author
Li, Shaolong ; Chen, Changja ; Li, Lei
Author_Institution
Beijing Jiaotong Univ. Shangyuancun, Beijing
fYear
2007
fDate
1-3 Nov. 2007
Firstpage
4143
Lastpage
4143
Abstract
In almost all of multiplayer network games, dead-reckoning (DR) is used to predict movement of game players. According to received DR vectors, game clients can predict future´ movement of other players. However, DR does not work well under bad network conditions. In this paper, we propose a solution to achieve much more prediction accuracy. Personal habits influence path prediction of players. However, our method introduces extra computation burden and searching delay. So, a hybrid method, which is a combination of DR and personal habits, is introduced. We use a 2D tank game for experiment and compare the results of our solution with those of traditional methods. To obtain habitual movement, we carry out 30 minutes playing observation on each participator. Simulation shows that our method achieves significant improvement in path prediction.
Keywords
computer games; groupware; 2D tank game; dead reckoning; game player movement prediction; multiplayer network games; path prediction; personal habits; searching delay; Accuracy; Bandwidth; Computational modeling; Computer networks; Data privacy; Delay; Equations; Layout; Prediction methods; Predictive models;
fLanguage
English
Publisher
ieee
Conference_Titel
Data, Privacy, and E-Commerce, 2007. ISDPE 2007. The First International Symposium on
Conference_Location
Chengdu
Print_ISBN
978-0-7695-3016-1
Type
conf
DOI
10.1109/ISDPE.2007.113
Filename
4402634
Link To Document