A Method for Reducing Delay in Networked Multi-User Games

머드형 게임의 구조 및 동기화 방법

  • 안양재 (한국외국어대학교 정보산업공과대 컴퓨터공학과) ;
  • 윤수미 (한국외국어대학교 정보산업공과대 컴퓨터공학과) ;
  • 김상철 (한국외국어대학교 정보산업공과대 컴퓨터공학과)
  • Published : 2003.07.01

Abstract

The multi-user online game is a typical example of networked graphic applications. Increasing the reality of such a game requires the minimization of problems due to the network delay. In this paper, we propose a game architecture that reduces the network delay needed for message transfer, and a method for synchronization of game states in clients . The proposed game architecture is region proxy-based, and it can require a less network delay than a conventional client-server style that is usually used in commercial games. In our synchronization method, messages are processed in a batch-mode style and the number of rollbacks needed for synchronization significantly decreases. Our experiment shows that our method provides better performance than previous TSS (Trailing State Synchronization).

Keywords