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An Efficient Synchronization Mechanism for Mirrored Game Architectures

dc.contributor.authorCronin, Ericen_US
dc.contributor.authorKurc, Anthony R.en_US
dc.contributor.authorFilstrup, Burtonen_US
dc.contributor.authorJamin, Sugihen_US
dc.date.accessioned2006-09-11T18:49:56Z
dc.date.available2006-09-11T18:49:56Z
dc.date.issued2004-05en_US
dc.identifier.citationCronin, 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.issn1380-7501en_US
dc.identifier.issn1573-7721en_US
dc.identifier.urihttps://hdl.handle.net/2027.42/47312
dc.description.abstractExisting 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.extent361777 bytes
dc.format.extent3115 bytes
dc.format.mimetypeapplication/pdf
dc.format.mimetypetext/plain
dc.language.isoen_US
dc.publisherKluwer Academic Publishers; Springer Science+Business Mediaen_US
dc.subject.otherComputer Scienceen_US
dc.subject.otherComputer Communication Networksen_US
dc.subject.otherSpecial Purpose and Application-Based Systemsen_US
dc.subject.otherData Structures, Cryptology and Information Theoryen_US
dc.subject.otherMultimedia Information Systemsen_US
dc.subject.otherConsistencyen_US
dc.subject.otherGame Platformsen_US
dc.subject.otherSystem Architecturesen_US
dc.titleAn Efficient Synchronization Mechanism for Mirrored Game Architecturesen_US
dc.typeArticleen_US
dc.subject.hlbsecondlevelComputer Scienceen_US
dc.subject.hlbsecondlevelPhilosophyen_US
dc.subject.hlbtoplevelEngineeringen_US
dc.subject.hlbtoplevelHumanitiesen_US
dc.description.peerreviewedPeer Revieweden_US
dc.contributor.affiliationumElectrical Engineering and Computer Science Department, University of Michigan, USAen_US
dc.contributor.affiliationumElectrical Engineering and Computer Science Department, University of Michigan, USAen_US
dc.contributor.affiliationumElectrical Engineering and Computer Science Department, University of Michigan, USAen_US
dc.contributor.affiliationumElectrical Engineering and Computer Science Department, University of Michigan, USAen_US
dc.contributor.affiliationumcampusAnn Arboren_US
dc.description.bitstreamurlhttp://deepblue.lib.umich.edu/bitstream/2027.42/47312/1/11042_2004_Article_5272433.pdfen_US
dc.identifier.doihttp://dx.doi.org/10.1023/B:MTAP.0000026839.31028.9fen_US
dc.identifier.sourceMultimedia Tools and Applicationsen_US
dc.owningcollnameInterdisciplinary and Peer-Reviewed


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