| Authors | W. Palant, C. Griwodz and P. Halvorsen |
| Editors | A. D. Cheok, Y. Ishibashi, S. Natkin and K. Yasumoto |
| Title | Consistency Requirements in Multiplayer Online Games |
| Afilliation | Communication Systems, Communication Systems |
| Status | Published |
| Publication Type | Proceedings, refereed |
| Year of Publication | 2006 |
| Conference Name | Network & System Support for Games (NetGames 2006) |
| Pagination | 1-4 |
| Date Published | October |
| Publisher | ACM Press |
| ISBN Number | 1-59593-589-4 |
| Abstract | Multi-player online games are becoming increasingly popular as broadband internet connections replace the old modems. However, while available bandwidth grows steadily according to Moore's law, the latency of the internet connections remains almost constant, making it difficult to maintain a consistent game state over a large number of clients that have to be synchronized with each other and with the server(s). This paper introduces a possible solution to the problem by defining the necessary level of consistency through user's perception of the game. While the resulting set of requirements is somewhat difficult to formalize, it is not too restrictive and leaves many options open, some of which are discussed here. Ideally a game where all the requirements are met will appear like a local game to the user. |
| Citation Key | Palant.2006.2 |