By Topic

A Real Time Network Game System Based on Retransmission of N-based Game Command History for Revising Packet Errors

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$31 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

4 Author(s)

The latency occurring from the load fluctuation in a real-time network games may be overcome by using an initial delay scheme on the client, and then play the game, it means that stability can be maintained, and the shortcomings of packet losses and errors on UDP communications are alleviated. In this paper, we suggest a retransmission algorithm using an N-Based game command history that supports End-to-End protocol, and retransmits data without alteration of existing protocols, and also supports video games based on multi-platform in wired-wireless network environments, and it can possibly work under multi-user games. As demonstrated in the simulations, we confirm that the suggested system is more stable than existing systems.

Published in:

Software Engineering Research, Management & Applications, 2007. SERA 2007. 5th ACIS International Conference on

Date of Conference:

20-22 Aug. 2007