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Three concepts for light-weight communication in multiplayer games

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(1)

Three concepts for light-weight communication in multiplayer

games

Jouni Smed and Harri Hakonen

University of Turku, Finland

International Digital Games Conference (iDiG) 2006 Portalegre, Portugal

(2)

Network communication

(3)

Network communication

Player A Player B

(4)

Network communication

Player A Player B

(5)

Network communication

Bandwidth

Player A Player B

(6)

Network communication

Bandwidth

Latency

Player A Player B

(7)

Network communication

Bandwidth

Protocol Latency

Player A Player B

(8)

Network communication

Bandwidth

Protocol Latency

Reliability

Player A Player B

(9)

Consistency vs. responsiveness

consistency

how similar is the replicated data among the multiple players?

responsiveness

how promptly the data gets updated to the multiple players?

computer games require real-time interaction

responsiveness is more important and consistency can be compromised

≠ traditional distributed systems

(10)

How to achieve responsiveness?

Answer 1: Dead reckoning

(11)

How to achieve responsiveness?

Answer 1: Dead reckoning

(x0, y0)

(12)

How to achieve responsiveness?

Answer 1: Dead reckoning

(x0, y0)

(13)

How to achieve responsiveness?

Answer 1: Dead reckoning

(x0, y0)

(x, y)

v t

(14)

How to achieve responsiveness?

Answer 2: Local perception filters

Blue view

Orange view

(15)

How to achieve responsiveness?

Answer 2: Local perception filters

Blue view

Orange view

(16)

How to achieve responsiveness?

Answer 2: Local perception filters

Blue view

Orange view

(17)

How to achieve responsiveness?

Answer 2: Local perception filters

Blue view

Orange view

(18)

How to achieve responsiveness?

Answer 2: Local perception filters

Blue view

Orange view

(19)

How to achieve responsiveness?

Answer 2: Local perception filters

Blue view

Orange view

(20)

How to achieve responsiveness?

Answer 2: Local perception filters

Blue view

Orange view

(21)

How to achieve responsiveness?

Answer 2: Local perception filters

Blue view

Orange view

(22)

How to achieve responsiveness?

Answer 2: Local perception filters

Blue view

Orange view

(23)

How to achieve responsiveness?

Answer 2: Local perception filters

Blue view

Orange view

(24)

How to achieve responsiveness?

Answer 2: Local perception filters

Blue view

Orange view

(25)

Can a clever game design hide the communication latency?

assume: a multiplayer game with interaction amongst the players

does real-time response really require real-time communication?

no! (e.g. high-score lists)

instead of technical solutions the game design can hide latency

here, three concepts related to

time span: short, medium, long

abstractness of decisions: operational, tactical, strategic

(26)

1. Operational level: Short active turns

serialize the game events so that each player has a turn a turn-based game

active turns: make decisions

passive turns: view the game events to unfold

passive turns should be short and interesting

view statistics

prepare for the next active turn

view replays of past events

candidates: attempt-based sports games

javelin, long jump, ski jump, darts…

(27)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(28)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(29)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(30)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(31)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(32)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(33)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(34)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(35)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(36)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(37)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(38)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(39)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(40)

Example: A sports game

p₁ p₂ p₃ p₄

active turn render turn filler replay and filler

(41)

2. Tactical level: Semi-autonomous avatars

tactical commands are not so time-sensitive

operational: ‘move forward’, ‘turn left’, ‘shoot’

tactical: ‘attack’, ‘guard’, ‘flee’

the avatars are semi-autonomous

they receive tactical commands

they decide the operations themselves

response is not immediate

copes with high latency

outcome can be something else than the player expected: free will!

(42)

Example: Semi-autonomous avatars

p₁

(43)

Example: Semi-autonomous avatars

p₁

a₁: attack

(44)

Example: Semi-autonomous avatars

p₁

a₁: attack

move right reload gun aim

shoot

(45)

Example: Semi-autonomous avatars

p₁

a₁: attack a₂: guard

p₂ move right

reload gun aim

shoot

(46)

Example: Semi-autonomous avatars

p₁

a₁: attack a₂: guard

p₂ move right

reload gun aim

shoot stay put

hide scout

(47)

Example: Semi-autonomous avatars

p₁

a₁: attack a₂: guard

a₃: flee p₂

p₃

move right reload gun aim

shoot stay put

hide scout

(48)

Example: Semi-autonomous avatars

p₁

a₁: attack a₂: guard

a₃: flee p₂

p₃

move right reload gun aim

shoot stay put

hide scout

run away

(49)

3. Strategic level: Interaction via proxies

participating players do not have to be present at the same time

players set proxies that can later interact with other players

proxies

fully autonomous avatars

game entities (mechanistic objects or gizmos)

programmable objects

(50)

Example: Entrappers

(51)

Example: Entrappers

(52)

Example: Entrappers

(53)

Example: Entrappers

(54)

Example: Entrappers

(55)

Example: Entrappers

(56)

Example: Entrappers

(57)

Conclusions

latency is caused by technical limitations

the speed of light!

cabling, routers, operating system…

latency can be hidden

by technical methods

by clever game design

so why not to try to use them both!

(58)

Please ask me more about the details that I omitted!

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