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7th International Conference on Communications and Networking in China

Research Article

Play Patterns for Path Prediction in Multiplayer Online Games

Cite
BibTeX Plain Text
  • @INPROCEEDINGS{10.1109/ChinaCom.2012.6417440,
        author={Jacob Agar and Jean-Pierre Corriveau and Wei Shi},
        title={Play Patterns for Path Prediction in Multiplayer Online Games},
        proceedings={7th International Conference on Communications and Networking in China},
        publisher={IEEE},
        proceedings_a={CHINACOM},
        year={2012},
        month={9},
        keywords={dead reckoning prediction distributed intractive simulation latency data loss multiplayer online game},
        doi={10.1109/ChinaCom.2012.6417440}
    }
    
  • Jacob Agar
    Jean-Pierre Corriveau
    Wei Shi
    Year: 2012
    Play Patterns for Path Prediction in Multiplayer Online Games
    CHINACOM
    IEEE
    DOI: 10.1109/ChinaCom.2012.6417440
Jacob Agar1, Jean-Pierre Corriveau1, Wei Shi2,*
  • 1: Carleton University
  • 2: University of Ontario Institute of Technology
*Contact email: wei_shi@scs.carleton.ca

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
dead reckoning prediction distributed intractive simulation latency data loss multiplayer online game
Published
2012-09-13
Publisher
IEEE
http://dx.doi.org/10.1109/ChinaCom.2012.6417440
Copyright © 2012–2025 IEEE
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