Bounding Inconsistency Using a Novel Threshold Metric for Dead Reckoning Update Packet Generation

Author:

Roberts Dave1,Aspin Rob2,Marshall Damien3,McLoone Seamus3,Delaney Declan3,Ward Tomas3

Affiliation:

1. Centre for Virtual Environments, Business House University of Salford, Salford M5 4WT, UK,

2. Centre for Virtual Environments, Business House University of Salford, Salford M5 4WT, UK

3. National University of Ireland Maynooth Maynooth, Co. Kildare, Ireland

Abstract

Human-to-human interaction across distributed applications requires that sufficient consistency be maintained among participants in the face of network characteristics such as latency and limited bandwidth. The level of inconsistency arising from the network is proportional to the network delay, and thus a function of bandwidth consumption. Distributed simulation has often used a bandwidth reduction technique known as dead reckoning that combines approximation and estimation in the communication of entity movement to reduce network traffic, and thus improve consistency. However, unless carefully tuned to application and network characteristics, such an approach can introduce more inconsistency than it avoids. The key tuning metric is the distance threshold. This paper questions the suitability of the standard distance threshold as a metric for use in the dead reckoning scheme. Using a model relating entity path curvature and inconsistency, a major performance related limitation of the distance threshold technique is highlighted. We then propose an alternative time—space threshold criterion. The time—space threshold is demonstrated, through simulation, to perform better for low curvature movement. However, it too has a limitation. Based on this, we further propose a novel hybrid scheme. Through simulation and live trials, this scheme is shown to perform well across a range of curvature values, and places bounds on both the spatial and absolute inconsistency arising from dead reckoning.

Publisher

SAGE Publications

Subject

Computer Graphics and Computer-Aided Design,Modeling and Simulation,Software

Cited by 12 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. A Survey and Taxonomy of Latency Compensation Techniques for Network Computer Games;ACM Computing Surveys;2022-01-31

2. Hot Area Targeting Dead Reckoning for Distributed Virtual Environments;Proceedings of the 2021 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation;2021-05-21

3. Comparing Dead Reckoning Algorithms for Distributed Car Simulations;Proceedings of the 2018 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation;2018-05-14

4. Consistency and fairness in real-time distributed virtual environments: Paradigms and relationships;Journal of Simulation;2017-08

5. Combining Interest Management and Dead Reckoning: A Hybrid Approach for Efficient Data Distribution in Multiplayer Online Games;2016 IEEE/ACM 20th International Symposium on Distributed Simulation and Real Time Applications (DS-RT);2016-09

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