An Efficient Synchronization Mechanism for Mirrored Game Architectures
dc.contributor.author | Cronin, Eric | en_US |
dc.contributor.author | Kurc, Anthony R. | en_US |
dc.contributor.author | Filstrup, Burton | en_US |
dc.contributor.author | Jamin, Sugih | en_US |
dc.date.accessioned | 2006-09-11T18:49:56Z | |
dc.date.available | 2006-09-11T18:49:56Z | |
dc.date.issued | 2004-05 | en_US |
dc.identifier.citation | Cronin, Eric; Kurc, Anthony R.; Filstrup, Burton; Jamin, Sugih; (2004). "An Efficient Synchronization Mechanism for Mirrored Game Architectures." Multimedia Tools and Applications 23(1): 7-30. <http://hdl.handle.net/2027.42/47312> | en_US |
dc.identifier.issn | 1380-7501 | en_US |
dc.identifier.issn | 1573-7721 | en_US |
dc.identifier.uri | https://hdl.handle.net/2027.42/47312 | |
dc.description.abstract | Existing online multiplayer games typically use a client-server model, which introduces added latency as well as a single bottleneck and single point of failure to the game. Distributed multiplayer games minimize latency and remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games. | en_US |
dc.format.extent | 361777 bytes | |
dc.format.extent | 3115 bytes | |
dc.format.mimetype | application/pdf | |
dc.format.mimetype | text/plain | |
dc.language.iso | en_US | |
dc.publisher | Kluwer Academic Publishers; Springer Science+Business Media | en_US |
dc.subject.other | Computer Science | en_US |
dc.subject.other | Computer Communication Networks | en_US |
dc.subject.other | Special Purpose and Application-Based Systems | en_US |
dc.subject.other | Data Structures, Cryptology and Information Theory | en_US |
dc.subject.other | Multimedia Information Systems | en_US |
dc.subject.other | Consistency | en_US |
dc.subject.other | Game Platforms | en_US |
dc.subject.other | System Architectures | en_US |
dc.title | An Efficient Synchronization Mechanism for Mirrored Game Architectures | en_US |
dc.type | Article | en_US |
dc.subject.hlbsecondlevel | Computer Science | en_US |
dc.subject.hlbsecondlevel | Philosophy | en_US |
dc.subject.hlbtoplevel | Engineering | en_US |
dc.subject.hlbtoplevel | Humanities | en_US |
dc.description.peerreviewed | Peer Reviewed | en_US |
dc.contributor.affiliationum | Electrical Engineering and Computer Science Department, University of Michigan, USA | en_US |
dc.contributor.affiliationum | Electrical Engineering and Computer Science Department, University of Michigan, USA | en_US |
dc.contributor.affiliationum | Electrical Engineering and Computer Science Department, University of Michigan, USA | en_US |
dc.contributor.affiliationum | Electrical Engineering and Computer Science Department, University of Michigan, USA | en_US |
dc.contributor.affiliationumcampus | Ann Arbor | en_US |
dc.description.bitstreamurl | http://deepblue.lib.umich.edu/bitstream/2027.42/47312/1/11042_2004_Article_5272433.pdf | en_US |
dc.identifier.doi | http://dx.doi.org/10.1023/B:MTAP.0000026839.31028.9f | en_US |
dc.identifier.source | Multimedia Tools and Applications | en_US |
dc.owningcollname | Interdisciplinary and Peer-Reviewed |
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