arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 1208.3840cs.NI
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在线多人游戏中的Dead摇摆建模

Modelling Dead Rocking In Online Multiplayer Games

MD Sirajul Huque, C Surekha, A Kishore Kumar, Sri Latha

摘要:

这是一个基于Web的应用程序,在这里我们分析了玩家玩在线游戏时发生的网络流量。在这里,我们将跟踪玩家的当前位置,以在玩游戏时纠正流量。对于不同的应用程序有不同类型的度量,这些度量可以被标准化并相互比较,但我的应用程序可以通过快速了解位置来解决不一致性,并专注于网络质量(QON),这会影响玩家因为较差的服务质量(QOS)而中途离开游戏。现有的模型会导致双方因网络损失而退出游戏。提出的模型可以解决这个问题,通过应用替代TCP与去抖动缓冲区(DB),它可以减少网络损失,并通过应用死亡报告(DR)矢量我们可以恢复网络访问,因为它可以查看玩家的当前位置通过这个我们可以纠正为什么玩家离开游戏,并检查网络条件,并尝试通过使用移动设备反应游戏或者它们根据网络条件接收消息。

英文摘要:

This is the web based application, here we analysis the network traffic which occurs when the player plays an online game. Here we are going to trace the current position of the player to rectify the traffic while playing the game. There are different types of measures for different applications, those can be normalized and compared with one another but my application can resolve the inconsistency by knowing the positions quickly and focus on quality of network (QON) which affects a player to leave the game in middle because of poor quality of service (QOS). The existing model leads to leave the game because of network loss from both sides. The proposed model can resolve this problem by applying the replacement of TCP along with the dejitter buffer (DB) it can reduce the network loss and by applying the DEAD RECKONING (DR) vector we can recover the network access because it can view the current position of the player through this we can rectify why the player leaving the game and checks the network conditions and try to reactive the game by using mobile devices automatically or else they receive the message according to the network conditions.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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