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Motion Prediction for Online Gaming

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Motion in Games (MIG 2008)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 5277))

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Abstract

In a multiplayer online game, multiple players located at different geographical locations may participate and interact with each other within a shared game scene through the Internet. Unfortunately, online games generally suffer from the network latency problem, in particular when the players need to interact with each other. We have been developing a geometry streaming environment to support online gaming. As a player moves around in the game scene, geometry information relevant to the player are dynamically sent to the client machine. Such a streaming environment has many advantages, but it also exacerbates the network latency problem in online gaming. In this note, we look at how motion prediction may be used to support multiplayer online gaming and discuss some problems and issues needed to be addressed. We first present existing work on motion prediction. We then discuss our previous work on short-term prediction and our current work on long-term prediction to support online gaming. Finally, we also discuss our work in combining short-term prediction with long-term prediction for geometry prefetching.

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© 2008 Springer-Verlag Berlin Heidelberg

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Lau, R.W.H., Chan, A. (2008). Motion Prediction for Online Gaming. In: Egges, A., Kamphuis, A., Overmars, M. (eds) Motion in Games. MIG 2008. Lecture Notes in Computer Science, vol 5277. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-89220-5_11

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  • DOI: https://doi.org/10.1007/978-3-540-89220-5_11

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-89219-9

  • Online ISBN: 978-3-540-89220-5

  • eBook Packages: Computer ScienceComputer Science (R0)

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