Networked Games - consistency and real-time - PowerPoint PPT Presentation

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Networked Games - consistency and real-time

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Title: Collision Detection Author: Administrator Last modified by: Graham Morgan Created Date: 12/20/2001 10:50:04 AM Document presentation format – PowerPoint PPT presentation

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Title: Networked Games - consistency and real-time


1
Networked Games - consistency and real-time
  • Objectives
  • Understand the problems associated with networked
    games.
  • Realize the importance of satisfying real-time
    and consistency requirements .

2
First networked games
  • Allow multiple users to interact in a single
    gaming environment via text based communications.
  • Initially made popular by Multi User Dungeons
    (MUDS).
  • These are traditionally text based and reached
    their highest popularity in the 70s and 80s.
  • Required users to build up their abilities (e.g.,
    physical strength, magical capability) over a
    number of sessions.
  • Games last a long time. Users participate in a
    number of sessions over a period of days, months
    and even years.
  • Replayability value is high. Difficult to stop
    playing when you have amassed so many
    points/skills over a prolonged period of time.

3
Real-time networked games
  • Allow users to interact in real-time, usually
    involving graphical representation of the gaming
    arena.
  • X-Pilot is an example of such a game.
  • Very popular in the open source community.
  • Fly a space ship around a 2D gaming arena,
    avoiding rocks while shooting other users or
    automated ships (known as robots simplified to
    bots in later years).
  • Recent games tend to be centered around first
    person shooters.
  • Unreal Tournament, Quake 3, etc.

4
Classification of networked games
  • Networked games may be considered a sub-category
    of networked virtual environments (net-VEs).
  • Net-VEs describe two active areas of research.
  • Distributed Interactive Simulation (DIS)
    Emphasis is on modeling real world scenarios.
    Usually war type simulations.
  • Collaborative Virtual Environments (CVE)
    Emphasis is on encouraging human interaction in
    collaborative working scenarios.
  • Networked games tend to borrow from both DIS
    and CVE lines of research
  • For example, simulate fighting scenarios while
    allowing user collaboration (simply via
    messaging).

5
DIS
  • Research primarily funded by the military.
  • War simulations for training troops, tank drivers
    etc.
  • Attempted to link simulation units (such as tank
    simulators and flight simulators) that are
    geographically separated (e.g., different cities)
    so they can interact in battle scenes.
  • Emphasis is on realism.
  • Simulators are replicas of real hardware
    (interior).
  • Battles are played out in real-time.
  • Special stations allowing generals to monitor
    battles.
  • Recent research looking at collaborative
    techniques.
  • Allowing battle units to cooperate.
  • Difficult to achieve as many units are dummy
    entities (actions are partly controlled by
    computer, may only be ordered by a general).
  • Integrating AI controlled entities with human
    controlled entities in a collaborative manner is
    difficult.

6
CVE
  • Allow geographically distributed users to
    cooperate.
  • May mimic well known physical collaborative
    techniques such as lectures, tutorials, common
    rooms.
  • Due to the virtual nature of the environment
    other collaborations are possible.
  • Walk through a house yet to be built.
  • Collaboration of engineers on 3D designs.
  • Molecule modeling.
  • Emphasis is on improving collaboration between
    users.
  • Not as important as real world model. Real world
    physics is not required (most of the time).
  • Representation of different individuals,
    different mechanisms of communication (e.g.,
    gesturing) are most important.
  • Primarily funded by research grants related to
    work carried out in the Computer Supported
    Collaborative Work Community (CSCW).

7
Problems with networked games that have hard
real-time requirements
  • Must satisfy real-time requirements while
    satisfying consistency requirements.
  • Which is more important?
  • If real-time requirements are not met then
    realism suffers.
  • If consistency requirements are not met then user
    interaction becomes difficult to achieve.
  • Real-time?
  • If user U1 opens a door by time t then all users
    should see U1 open a door by time t.
  • Consistency?
  • If user U1 opens a door and then passes through
    the doorway then all users should see U1 open the
    same door then pass through the same doorway.

8
Example of real-time problem
  • Three users (U1, U2, U3) participate in a first
    person shooter.
  • U2 appears in 6 different positions in
    consecutive frames.
  • At frame 3 U2 enters the line of fire of U1 and
    U3.
  • Due to message latency, U1 views U2 at frame 3
    sufficiently late for U3 to gain an unfair
    advantage.

9
Example of consistency problem
  • Three users (U1, U2, U3) participate in a first
    person shooter.
  • As viewed from U1 U1 pushes a button that
    disarms all opponents.
  • As viewed from U2 Just before U1 pushes the
    button U2 shoots U1.
  • What does U3 see?
  • Ordering of events (even if they appear to happen
    concurrently) is required.
  • Ensuring every user views events in the same
    order is commonly termed identical ordering or
    total ordering.

10
Attempting to satisfy real-time requirements
  • Two methods exist predictive modeling
    scoping/zoning.
  • Predictive modeling is sometimes termed dead
    reckoning.
  • Useful if we can quite accurately predict future
    events related to a received event.
  • An example would be the firing of a rocket.
    Provided with velocity, acceleration and starting
    position we can predict its flight through the
    air.
  • Scoping requires limiting the number of users
    that are expected to receive an event.
  • Commonly achieved via the division of the virtual
    space.
  • This can be via rooms, or simply users views.

11
Attempting to satisfy consistency requirements
  • Some form of message ordering protocol is
    required.
  • A trivial attempt at satisfying ordering is to
    use TCP to ensure FIFO and have a central server
    through which all messages must pass through.
  • The central server, together with TCP, ensures
    all nodes receive the same messages in the same
    order (we are ignoring node failure and
    disallowing nodes to act on their own messages
    without traversal through the server).
  • UDP is used rather than TCP as TCP may introduce
    excessive latency time for message transit. This
    prevents FIFO ordering (apart from over LAN where
    broadcast may be used).
  • UDP introduces the problem of message loss (even
    though TCP does not overcome this totally it does
    provide some indication when messages are not
    received in some instances).
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