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Sync-MS: synchronized messaging service for real-time multi-player distributed games

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3 Author(s)
Yow-Jian Lin ; Dept. of Comput. Sci., State Univ. of New York, Stony Brook, NY, USA ; K. Guo ; S. Paul

Real-time online multi-player games are becoming increasingly popular due to advances in game design and the proliferation of broadband Internet access. However, fairness remains a major challenge when players over large geographic areas participate in a client-server based game together. The paper proposes a game-independent, network-based service, called Sync-MS, that balances the trade-off between response time and fairness. Sync-MS uses two mechanisms, sync-out and sync-in, to address state update fairness and player action fairness, respectively. Two metrics, ahead and behind, measured against the fair order, are defined to-evaluate Sync-MS's fairness performance. Simulation results show that Sync-MS dramatically improves player action fairness for all players while it slightly increases the average response time for players with shorter network delay to the game server.

Published in:

Network Protocols, 2002. Proceedings. 10th IEEE International Conference on

Date of Conference:

12-15 Nov. 2002