DocumentCode
3029612
Title
Play patterns for path prediction in multiplayer online games
Author
Agar, J. ; Corriveau, Jean-Pierre ; Wei Shi
Author_Institution
Sch. of Comput. Sci., Carleton Univ., Ottawa, ON, Canada
fYear
2012
fDate
8-10 Aug. 2012
Firstpage
12
Lastpage
17
Abstract
Traditional dead reckoning schemes predict a player´s position by assuming that players move with constant force or velocity. However, because player movement is rarely linear in nature, using linear prediction fails to produce an accurate result. Among existing dead reckoning methods, only few focus on improving prediction accuracy via genuinely non-traditional methods for predicting the path of a player. In this paper, we propose a new prediction method based on play patterns. We implemented a 2D top-down multiplayer online game to act as a test harness that we used to collect play data from 44 experienced players. From the data for half of these players, we extracted play patterns, which we used to create our dead reckoning algorithm. A comparative evaluation proceeding from an extensive set of simulations (using the other half of our play data) suggests that our EKB algorithm yields more accurate predictions than the IEEE standard dead reckoning algorithm and the recent “Interest Scheme” algorithm.
Keywords
computer games; 2D top-down multiplayer online game; EKB algorithm; IEEE standard dead reckoning algorithm; dead reckoning schemes; extracted play patterns; interest scheme algorithm; linear prediction; path prediction method; player position prediction; Accuracy; Dead reckoning; Equations; Force; Games; Mathematical model; Prediction algorithms;
fLanguage
English
Publisher
ieee
Conference_Titel
Communications and Networking in China (CHINACOM), 2012 7th International ICST Conference on
Conference_Location
Kun Ming
Print_ISBN
978-1-4673-2698-8
Electronic_ISBN
978-1-4673-2697-1
Type
conf
DOI
10.1109/ChinaCom.2012.6417440
Filename
6417440
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