• 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