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Thursday, October 18, 2007

Reducing Lag Time in Online Games

Continued from page 1

By Erica Naone

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Although the system does make some additional demands on the user's computer, McCoy says that they're negligible compared with all the processing that goes into most massively multiplayer games. "In most games--even the large-scale ones--your own computer is only actually responsible for one entity: your own avatar," McCoy says. "Because you're only controlling one avatar, the neural networks only have to run for that one avatar."Katchabaw says that the approach adopted by the Maynooth researchers could help make online games more consistent. He adds that dead reckoning was originally developed for military simulations, and, as a result, it and techniques related to it tend to work best for actions such as movement and shooting, and less well for actions such as interacting with objects or with other players.

Smooth shooter: Researchers at the National University of Ireland tested their neural network on a game, shown above, that they designed using the torque game engine.
Credit: Aaron McCoy, National University of Ireland

Tomas Ward, a senior lecturer in the electrical-engineering department of the National University of Ireland, who also participated in the research, says that the software the team is working on will be particularly aimed at improving the consistency of a user's experience and will incorporate additional research the group has done on controlling the amount of traffic transmitted between participants in networked games. "Our code will look after that entity or that player over the network and make sure that everybody's view of that player or that object over the whole session doesn't stray too far from an accepted state," he says. Ward says that the team expects to launch the software in beta in summer 2008.

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Comments

  • Curious
    EckhartC on 10/18/2007 at 9:53 AM
    Posts:
    1
    I've played some games where the players explicitly attempt to defeat the dead reckoning algorithms in order to cause opponent's systems to miscalculate their position. I'm curious how resistant this system is to this type of behavior.
    Rate this comment: 12345
    • Re: Curious
      brunascle on 10/18/2007 at 12:10 PM
      Technology Review TR Staff
      Web Developer
      Posts:
      70
      Avg Rating:
      4/5
      what games, and how did they do it?

      i've played Quake 3 and 4 for years and i never knew it worked like this. this does explain why players keep walking in a straight line when i'm lagging, though.
      Rate this comment: 12345
      • Re: Curious
        Erica Naone on 10/19/2007 at 9:30 AM
        Technology Review TR Staff
        Assistant Editor
        Posts:
        29
        Avg Rating:
        4/5
        It's an interesting question, and I'm looking into it. I'll put up whatever I find out.

        Thank you,
        Erica Naone
        Rate this comment: 12345
    • Re: Curious
      swethago on 05/19/2008 at 5:00 PM
      Posts:
      1
      It seems to be very helpless when the character suddenly disappears without any particular reason. It happened to me many a times when I was playing live online on a multiplayer game, it was fun and kind of serious situation and I got disappeared suddenly.
      ____________________________________________________
      I challenge you to a game of trivia! Click here to battle against me online at ConQUIZtador. Let's see who's the winner...
      https://www.conquiztador.com/?a=26041
      Rate this comment: 12345
  • I thought this was how The Matrix worked
    jmsimpson68 on 10/22/2007 at 9:38 AM
    Posts:
    1
    This has been on my mind for a long time. It's about time something like Neuro-Reckoning showed up.

    However, it makes for interesting story as well.

    Here is my take on Neuro-Reckoning and The Matrix

    I thought this was how The Matrix worked
    Rate this comment: 12345
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