Loss-aware DR-based update scheduling for improving consistency in DVEs

Maintaining a consistent presentation of the virtual world among participants is a fundamental problem in the distributed virtual environment. The problem is exacerbated due to the limited network bandwidth and error-prone transmission. Using the metric of time-space inconsistency (TSI), we analytically derive the impact of message loss on TSI when using a dead reckoning (DR)-based update mechanism. To improve consistency, a naive algorithm and a compensation algorithm for update scheduling are proposed, in which expected spatial difference and expected TSI are, respectively, calculated by taking message loss into account. Using these algorithms, a budget-based mechanism is developed to meet the network bandwidth constraint. We show through experiments using a racing car game that the budget-based mechanism using the compensation algorithm makes the best use of available network bandwidth to reduce the inconsistency and its impact on the participants, and ensures fairness among participants in spite of widely varying message loss rates.

[1]  Xueyan Tang,et al.  Update Scheduling for Improving Consistency in Distributed Virtual Environments , 2010, IEEE Transactions on Parallel and Distributed Systems.

[2]  Stephen John Turner,et al.  Time-space consistency in large-scale distributed virtual environments , 2004, TOMC.

[3]  Wentong Cai,et al.  Consistency Aware Dead Reckoning Threshold Tuning with Server Assistance in Client-Server-Based DVEs , 2010, 2010 10th IEEE International Conference on Computer and Information Technology.

[4]  Kuo-Chi Lin Dead reckoning and distributed interactive simulation , 1995, Defense + Commercial Sensing.

[5]  K. Fujita,et al.  An application of distributed virtual environment to foreign language education , 2000, 30th Annual Frontiers in Education Conference. Building on A Century of Progress in Engineering Education. Conference Proceedings (IEEE Cat. No.00CH37135).

[6]  Dieter Schmalstieg,et al.  Priority Scheduling for Networked Virtual Environments , 2000, IEEE Computer Graphics and Applications.

[7]  Antoine Beugnard,et al.  A dynamic approach to consistency management for mobile multiplayer games , 2008, NOTERE.

[8]  Rob Aspin,et al.  Exploring the use of local consistency measures as thresholds for dead reckoning update packet generation , 2005, Ninth IEEE International Symposium on Distributed Simulation and Real-Time Applications.

[9]  Thorsten Hampel,et al.  A peer-to-peer architecture for massive multiplayer online games , 2006, NetGames '06.

[10]  Wentong Cai,et al.  An auto-adaptive dead reckoning algorithm for distributed interactive simulation , 1999, Proceedings Thirteenth Workshop on Parallel and Distributed Simulation. PADS 99. (Cat. No.PR00155).

[11]  Lars C. Wolf,et al.  On the impact of delay on real-time multiplayer games , 2002, NOSSDAV '02.

[12]  Yutaka Ishibashi,et al.  Influences of network latency and packet loss on consistency in networked racing games , 2005, NetGames '05.

[13]  D. C. Miller,et al.  SIMNET: the advent of simulator networking , 1995, Proc. IEEE.

[14]  A. M. Abdullah,et al.  Wireless lan medium access control (mac) and physical layer (phy) specifications , 1997 .

[15]  Gene Cheung,et al.  Construction and scheduling of extrapolated parity packets for dead reckoning in network gaming , 2007, NetGames '07.

[16]  Nj Piscataway,et al.  Wireless LAN medium access control (MAC) and physical layer (PHY) specifications , 1996 .

[17]  Voon Chin Phua,et al.  Wireless lan medium access control (mac) and physical layer (phy) specifications , 1999 .

[18]  Yang Yu,et al.  Network-Aware State Update For Large Scale Mobile Games , 2007, 2007 16th International Conference on Computer Communications and Networks.

[19]  Michael Zyda,et al.  Networked virtual environments - desgin and implementation , 1999 .

[20]  Lars C. Wolf,et al.  On the suitability of dead reckoning schemes for games , 2002, NetGames '02.

[21]  Sampath Rangarajan,et al.  Accuracy in dead-reckoning based distributed multi-player games , 2004, NetGames '04.

[22]  Sampath Rangarajan,et al.  Fairness in dead-reckoning based distributed multi-player games , 2005, NetGames '05.

[23]  Tatsuhiro Yonekura,et al.  A Proposal of Dead Reckoning Protocol in Distributed Virtual Environment based on the Taylor Expansion , 2006, 2006 International Conference on Cyberworlds.