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Comparing Dead Reckoning Algorithms for Distributed Car Simulations

Published: 14 May 2018 Publication History

Abstract

Dead reckoning is an important technique used in distributed virtual environments (DVEs) to mitigate the bandwidth consumption of frequent state updates and the negative effects of network latency. This paper proposes a novel dead reckoning approach for common DVE applications such as multiplayer online games. Unlike traditional dead reckoning approaches that estimate the movements of remote entities with pure kinematic models, the new approach performs extrapolations with the considerations of environmental factors and human behaviours. We have performed experiments, based on a distributed car simulator, to compare the the new approach with representative existing dead reckoning approaches. The results show that the new approach gives more accurate predictions with an acceptable overhead.

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Cited By

View all
  • (2024)Predictive Dead Reckoning for Online Peer-to-Peer GamesIEEE Transactions on Games10.1109/TG.2023.323794316:1(173-184)Online publication date: Mar-2024
  • (2023)On Time Constraints for Internet-Connected Multi-User Real-Time Traffic Simulation2023 IEEE Vehicular Networking Conference (VNC)10.1109/VNC57357.2023.10136338(187-190)Online publication date: 26-Apr-2023
  • (2023)Key Technologies for Networked Virtual EnvironmentsMultimedia Tools and Applications10.1007/s11042-023-15160-z82:27(41471-41537)Online publication date: 3-Apr-2023
  • Show More Cited By

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cover image ACM Conferences
SIGSIM-PADS '18: Proceedings of the 2018 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation
May 2018
224 pages
ISBN:9781450350921
DOI:10.1145/3200921
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]

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New York, NY, United States

Publication History

Published: 14 May 2018

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Author Tags

  1. dead reckoning
  2. distributed simulation
  3. distributed virtual environments
  4. multiplayer online games

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  • Research-article

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  • Singapore Ministry of Education

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SIGSIM-PADS '18 Paper Acceptance Rate 15 of 46 submissions, 33%;
Overall Acceptance Rate 398 of 779 submissions, 51%

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Cited By

View all
  • (2024)Predictive Dead Reckoning for Online Peer-to-Peer GamesIEEE Transactions on Games10.1109/TG.2023.323794316:1(173-184)Online publication date: Mar-2024
  • (2023)On Time Constraints for Internet-Connected Multi-User Real-Time Traffic Simulation2023 IEEE Vehicular Networking Conference (VNC)10.1109/VNC57357.2023.10136338(187-190)Online publication date: 26-Apr-2023
  • (2023)Key Technologies for Networked Virtual EnvironmentsMultimedia Tools and Applications10.1007/s11042-023-15160-z82:27(41471-41537)Online publication date: 3-Apr-2023
  • (2022)A Survey and Taxonomy of Latency Compensation Techniques for Network Computer GamesACM Computing Surveys10.1145/351902354:11s(1-34)Online publication date: 9-Sep-2022
  • (2021)Hot Area Targeting Dead Reckoning for Distributed Virtual EnvironmentsProceedings of the 2021 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation10.1145/3437959.3459260(129-137)Online publication date: 21-May-2021

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