Fairness in Dead-Reckoning Based Distributed Multi-Player Games

01 January 2005

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In a distributed multi-player game that uses dead-reckoning vectors to exchange movement information among players, there is inaccuracy in rendering the objects at the receiver due to network delay between the sender and the receiver. The object is placed at the receiver at the position indicated by the dead-reckoning vector, but by that time, the real position could have changed considerably at the sender. This inaccuracy would be tolerable if it is consistent among all players; that is, at the same physical time, all players see inaccurate (with respect to the real position of the object) but the same position and trajectory for an object. But due to varying network delays between the sender and different receivers, the inaccuracy is different at different players as well. This leads to unfairness in game playing. In this paper, we first introduce an "error" measure for estimating this inaccuracy. Then we develop an algorithm for scheduling the sending of dead-reckoning vectors at a sender that strives to make this error equal at different receivers over time.