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Dead Reckoning

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Synonyms

Pocket losses and delays in online gaming

Definition

Dead reckoning is commonly used to compensate for packet losses and delays in online gaming.

With the aim of providing users with high levels of interactivity in the course of frenetic fast paced games, a large number of latency hiding techniques have been devised that aim at compensating transmission delays and packet losses. In essence, much of the focus on improving real-time interactions within online multi-player game sessions is on how to reduce response times experienced by players. For timely game state updates at player consoles, dead reckoning is commonly used to compensate for packet losses and delays. In this specific context, prominent works are those presented in [13].

In particular, dead reckoning schemes typically aim at predicting the actual positions of moving entities during the game evolution. These schemes are based on the idea of updating entities' trajectories rather than static positions. Thus, for...

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References

  1. S. Aggarwal, H. Banavar, A. Khandelwal, S. Mukherjee, and S. Rangarajan, “Accuracy in Dead-Reckoning Based Distributed Multi-Player Games,” Proceedings of ACM SIGCOMM 2004 Workshop on NetGames' 04: Network and System Support for Games, Portland, Oregon, USA, pp. 161–165, 2004.

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  2. K. Alex and S. Taylor, “Using Determinism to Improve the Accuracy of Dead Reckoning Algorithms,” Proceedings of Simulation Technologies and Training Conference, Sydney, 2000.

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  3. L. Pantel and L.C. Wolf, “On the Suitability of Dead Reckoning Schemes for Games,” Proceedings of the First Workshop on Network and System Support for Games, ACM Press, New York, pp. 79–84, 2002.

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© 2008 Springer-Verlag

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(2008). Dead Reckoning. In: Furht, B. (eds) Encyclopedia of Multimedia. Springer, Boston, MA. https://doi.org/10.1007/978-0-387-78414-4_291

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