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NETGAMES
2006
ACM

Count down protocol: asynchronous consistent protocol in P2P virtual ball game

14 years 5 months ago
Count down protocol: asynchronous consistent protocol in P2P virtual ball game
This paper studies a way to improve consistency of states in a ball game typed DVE with lag, in P2P architecture. We also study how to control shared objects in real-time in a server-less network architecture. Specifically, a priority field called Allocated Topographical Zone (AtoZ) is used for P2P typed DVE. In a critical case (i.e. inconsistent phenomena), a stricter ownership determination algorithm, called dead zone is introduced. Moreover, we propose the method to get rid of a critical case for P2P multi-player virtual ball game. By using proposed method, a robust and effective scheme is achieved for a virtual ball game. As an example of the application, a real-time networked multi-player air-hockey is implemented for evaluation of validity of proposed method. Keywords DVE (Distributed Virtual Environment), P2P (peer-to-peer), AtoZ (Allocated Topographical Zone), Count Down Protocol (CDP), Critical Case
Yoshihiro Kawano, Tatsuhiro Yonekura
Added 14 Jun 2010
Updated 14 Jun 2010
Type Conference
Year 2006
Where NETGAMES
Authors Yoshihiro Kawano, Tatsuhiro Yonekura
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