A History Retransmission Algorithm for Online Arcade Video Games

  • Kim Seong-Hoo (Dept. of Computer Engineering, Kyungnam University) ;
  • Park Kyoo-Seok (Dept. of Computer Engineering, Kyungnam University)
  • Published : 2005.06.01

Abstract

In this paper, we suggest a game system that can support network modules for multi-platform based video games, and built a system that can convert from a single-user game to multi-user game. In this system, we bring in an initial delay buffering scheme on clients to handle any periods of latency occurring from the load fluctuation in a network, when a real-time game is played, and shows that stable play for a game is achieved as the result of the scheme. This paper also presents a retransmission algorithm based on the history of game commands to handle drawbacks of UDP mechanism. And, we evaluate the network delay and packet loss using the simulation tool NS2, and shows the case of 0.3 second buffer delay is the most suitable for recovery.

Keywords