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dc.contributor.authorPathirana, HPAI
dc.contributor.authorRathnayaka, RMCAB
dc.date.accessioned2020-02-06T15:00:43Z
dc.date.available2020-02-06T15:00:43Z
dc.date.issued2018
dc.identifier.urihttp://ir.kdu.ac.lk/handle/345/2515
dc.descriptionArticle Full Texten_US
dc.description.abstractThis paper describes the ways to maintain the consistency in Multiplayer Online Games (MPOGs) in continuous domain. The involvement of computer networking, computer graphics, multimedia, artificial intelligence makes the MPOG environment more complex. As a result, consistency, responsiveness, scalability, fairness and avoiding cheating are examples for available issues in MPOG environment. The consistency is well discussed in the discrete domain, however the attention on consistency of MPOGs in continuous domain is poor and data centric approaches are not adequate for MPOGs due to the game state changes with passing time. Further, the consistency and responsiveness are two important considerations in the MPOG environment, however both cannot be achieved at once. As a result, the different architectures are available to implement game environment, and those are supported by latency handling techniques; time delay, local lag, time wrap, progressive slow down, dead reckoning, gossiping, PREMUB for example. The examples are discussed under each architecture for a better understanding of criticising the architecture. This paper mainly delivers the importance of consistency in MPOG, however it sacrifices the responsiveness in MPOG, as a result both aspects must be considered equally important for Quality of Experience (QoE) of the player.en_US
dc.language.isoenen_US
dc.subjectConsistencyen_US
dc.subjectResponsivenessen_US
dc.subjectMPOGen_US
dc.subjectLatency Compensationen_US
dc.subjectQOEen_US
dc.titleConsistency in Multiplayer Online Game in Continuous Domainen_US
dc.typeArticle Full Texten_US
dc.identifier.journalKDUIRC-2018en_US
dc.identifier.pgnos248-259en_US


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