Nothing Special   »   [go: up one dir, main page]

skip to main content
research-article

Comparison of predictive contract mechanisms from an information theory perspective

Published: 22 May 2012 Publication History

Abstract

Inconsistency arises across a Distributed Virtual Environment due to network latency induced by state changes communications. Predictive Contract Mechanisms (PCMs) combat this problem through reducing the amount of messages transmitted in return for perceptually tolerable inconsistency. To date there are no methods to quantify the efficiency of PCMs in communicating this reduced state information. This article presents an approach derived from concepts in information theory for a deeper understanding of PCMs. Through a comparison of representative PCMs, the worked analysis illustrates interesting aspects of PCMs operation and demonstrates how they can be interpreted as a form of lossy information compression.

References

[1]
Calvin, J., Dickens, A., Gaines, B., Metzger, P., Miller, D., and Owen, D. 1993. The SIMNET virtual world architecture. In Proceedings of the Virtual Reality Annual International Symposium. 450--455.
[2]
Capps, M., McGregor, D., Brutzman, D., and Zyda, M. 2000. NPSNET-V: a new beginning for dynamically extensible virtual environments. IEEE Comput. Graph. Appl. 20, 5, 12--15.
[3]
Capps, M. and Stotts, D. 1997. Research issues in developing networked virtual realities: Working group report on distributed system aspects of sharing a virtual reality. In Proceedings of the 6th IEEE Workshop on Enabling Technologies: Infrastructure for Collaborative Enterprises. 205--211.
[4]
Chen, L. and Chen, G. 2005. A fuzzy dead reckoning algorithm for distributed interactive applications. Proceedings of the 2nd International Conference on Fuzzy Systems and Knowledge Discovery. Lecture Notes in Computer Science, vol. 3614, 961--971.
[5]
Cover, T. M. and Thomas, J. A. 2006. Elements of Information Theory 2nd Ed. John Wiley & Sons, Inc., Hoboken, NJ.
[6]
Delaney, D., Ward, T., and McLoone, S. 2003. On reducing entity state update packets in distributed interactive simulations using a hybrid model. In Proceedings of the 21st IASTED International Multiconference on Applied Informatics.
[7]
Delaney, D., Ward, T., and McLoone, S. 2006. On consistency and network latency in distributed interactive applications: A survey—part I. Presence: Teleoper. Virtual Envir. 15, 2, 218--234.
[8]
Frécon, E. and Stenius, M. 1998. DIVE: a scaleable network architecture for distributed virtual environments. Distrib. Syst. Engin 5, 91--100.
[9]
Hanawa, D. and Yonekura, T. 2005. On the error modeling of dead reckoned data in a distributed virtual environment. In Proceedings of the International Conference on Cyberworlds (CW '05). IEEE Computer Society, Los Alamitos, CA, 279--288.
[10]
Hanawa, D. and Yonekura, T. 2006. A proposal of dead reckoning protocol in distributed virtual environment based on the taylor expansion. In Proceedings of the International Conference on Cyberworlds (CW '05). IEEE Computer Society, Los Alamitos, CA, 107--114.
[11]
IEEE. 1998. IEEE standard for distributed interactive simulation - application protocols. IEEE Std 1278.1a-1998.
[12]
IEEE. 2000. IEEE standard for modeling and simulation (M&S) high level architecture (HLA)——framework and rules. IEEE Std 1516-2000, i--22.
[13]
Jeong, J., Gore, J. C., and Peterson, B. S. 2001. Mutual information analysis of the EEG in patients with Alzheimer's disease. Clinical Neurophys. 112, 5, 827--835.
[14]
Kenny, A., Mcloone, S., and Ward, T. 2009. Controlling entity state updates to maintain remote consistency within a distributed interactive application. ACM Trans. Internet Techn. 9, 4, 1--25.
[15]
Kushner, D. 2002. The wizardry of id. IEEE Spectrum, 39, 8, 42--47.
[16]
Lee, B.-S., Cai, W., Turner, S. J., and Chen, L. 2000. Adaptive dead reckoning algorithms for distributed interactive simulation. Int. J. Simul. Syst. Sci. Techn. 1, 1--2, 21--34.
[17]
Lloyd, J. 2004. The torque game engine. Game Devel. Mag. 11, 8, 8--9.
[18]
McCoy, A., Delaney, D., McLoone, S., and Ward, T. 2005. Dynamic hybrid strategy models for networked multiplayer games. In Proceedings of the 19th European Conference on Modelling and Simulation (ECMS '05). 727--732.
[19]
McCoy, A., Ward, T., McLoone, S., and Delaney, D. 2007. Multistep-ahead neural-network predictors for network traffic reduction in distributed interactive applications. ACM Trans. Model. Comput. Simul. 17, 4, 16.
[20]
Mellon, L. and West, D. 1995. Architectural optimizations to advanced distributed simulation. In Proceedings of the 27th Winter Simulation Conference (WSC '95). IEEE Computer Society, Los Alamitos, CA, 634--641.
[21]
Miller, D. C. and Thorpe, J. A. 1995. SIMNET: The advent of simulator networking. Proc. IEEE 83, 8, 1114--1123.
[22]
Moon, Y.-I., Rajagopalan, B., and Lall, U. 1995. Estimation of mutual information using kernel density estimators. Phys. Rev. E 52, 3, 2318--2321.
[23]
Origin Systems. 1997.
[24]
Pantel, L. and Wolf, L. C. 2002. On the suitability of dead reckoning schemes for games. In Proceedings of the 1st Workshop on Network and System Support for Games (NetGames '02). ACM, New York, NY, 79--84.
[25]
Roberts, D., Aspin, R., Marshall, D., McLoone, S., Delaney, D., and Ward, T. 2008. Bounding inconsistency using a novel threshold metric for dead reckoning update packet generation. Simulation 84, 5, 239--256.
[26]
Saddik, A., Rahman, A., Abdala, S., and Solomon, B. 2008. PECOLE: P2P multimedia collaborative environment. Multimedia Tools Appl. 39, 3, 353--377.
[27]
Singhal, S. and Zyda, M. 1999. Networked Virtual Environments: Design and Implementation, 1st Ed. Addison-Wesley, New York.
[28]
Steuer, R., Kurths, J., Daub, C. O., Weise, J., and Selbig, J. 2002. The mutual information: Detecting and evaluating dependencies between variables. Bioinformatics 18, supplement 2, S231--S240.
[29]
Yu, S.-J. and Choy, Y.-C. 2001. A dynamic message filtering technique for 3d cyberspaces. Comput. Comm. 24, 18, 1745--1758.
[30]
Yu, Y., Li, Z., Shi, L., Chen, Y.-C., and Xu, H. 2007. Network-aware state update for large scale mobile games. In Proceedings of 16th International Conference on Computer Communications and Networks. Z. Li, Ed., 563--568.
[31]
Zhang, X., Ward, T., and McLoone, S. 2008. Towards an information model of consistency maintenance in distributed interactive applications. Int. J. Comput. Games Techn. 4, 1--10.
[32]
Zhang, X., Ward, T., and McLoone, S. 2009. Exploring an information framework for consistency maintenance in distributed interactive applications. In Proceedings of the 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications (DS-RT '09). 121--128.
[33]
Zimmermann, R., Chew, E., Ay, S. A., and Pawar, M. 2008. Distributed musical performances: Architecture and stream management. ACM Trans. Multimedia Comput. Comm. Appl. 4, 2, 1--23.
[34]
Zukerman, I. and Albrecht, D. W. 2001. Predictive statistical models for user modeling. User Model. User-Adapt. Interact. 11, 1, 5--18.

Cited By

View all
  • (2021)Modeling-framework for model-based software engineering of complex Internet of things systemsMathematical Biosciences and Engineering10.3934/mbe.202145818:6(9312-9335)Online publication date: 2021
  • (2019)Hierarchical Modeling of Complex Internet of Things Systems Using Conceptual Modeling ApproachesIEEE Access10.1109/ACCESS.2019.2930933(1-1)Online publication date: 2019
  • (2018)Perception-based traffic control for shared haptic virtual environmentsPresence: Teleoperators and Virtual Environments10.1162/PRES_a_0019623:3(320-338)Online publication date: 28-Dec-2018
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Transactions on Multimedia Computing, Communications, and Applications
ACM Transactions on Multimedia Computing, Communications, and Applications  Volume 8, Issue 2
May 2012
144 pages
ISSN:1551-6857
EISSN:1551-6865
DOI:10.1145/2168996
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 22 May 2012
Accepted: 01 November 2010
Revised: 01 October 2010
Received: 01 February 2010
Published in TOMM Volume 8, Issue 2

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Consistency
  2. collaborative virtual environments
  3. dead reckoning
  4. distributed interactive applications
  5. distributed interactive simulation
  6. distributed virtual environments
  7. networked multi-player computer games
  8. networked virtual environments
  9. predictive contract mechanisms

Qualifiers

  • Research-article
  • Research
  • Refereed

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)3
  • Downloads (Last 6 weeks)0
Reflects downloads up to 18 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2021)Modeling-framework for model-based software engineering of complex Internet of things systemsMathematical Biosciences and Engineering10.3934/mbe.202145818:6(9312-9335)Online publication date: 2021
  • (2019)Hierarchical Modeling of Complex Internet of Things Systems Using Conceptual Modeling ApproachesIEEE Access10.1109/ACCESS.2019.2930933(1-1)Online publication date: 2019
  • (2018)Perception-based traffic control for shared haptic virtual environmentsPresence: Teleoperators and Virtual Environments10.1162/PRES_a_0019623:3(320-338)Online publication date: 28-Dec-2018
  • (2016)An accurate interest matching algorithm based on prediction of the space–time intersection of regions for the distributed virtual environmentSimulation Modelling Practice and Theory10.1016/j.simpat.2016.08.00168(54-79)Online publication date: Nov-2016

View Options

Login options

Full Access

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media