Research Article
Play Patterns for Path Prediction in Multiplayer Online Games
@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
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.