Skip to main content

A Testbed for P2P Gaming Using Time Warp

  • Chapter
Transactions on Edutainment II

Part of the book series: Lecture Notes in Computer Science ((TEDUTAIN,volume 5660))

Abstract

Peer-to-peer based gaming is a new paradigm for distributed multiplayer online gaming that has attracted attention in the last years. It is known that P2P based topologies offer good scaling properties and mitigate unfairness otherwise observed for peers being far away and thus having large network lags. However, removing inconsistencies for high paced action games like FPS or tank battle games requires the implementation of a Time Warp-like mechanism, which itself may hinder gameplay for high lags. In this paper we present a tank battle game named Panzer Battalion. Created from scratch, this game follows the P2P approach and implements Time Warp for removing inconsistencies. Panzer Battalion is meant as a testbed for creating rollbacks and understanding, how Time Warp rollbacks depend on network lag, and how gameplay is altered by them.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Beigbeder, T., Coughlan, R., Lusher, C., Plunkett, J., Agu, E., Claypool, M.: The effects of loss and latency on user performance in unreal tournament. In: NetGames 2004 (2004), http://www.sigcomm.org/sigcomm2004/netgames.html

  2. Dick, M., Wellnitz, O., Wolf, L.: Analysis of factors affecting players’ performance and perception in multiplayer games. In: NetGames 2005 (2005), http://www.research.ibm.com/netgames2005/

  3. Yasui, T., Ishibashi, Y., Ikedo, T.: Influences of network latency and packet loss on consistency in networked racing games. In: NetGames 2005 (2005), http://www.research.ibm.com/netgames2005/

  4. Claypool, M.: The effect of latency on user performance in real-time strategy games. Computer Networks 49(1), 52–70 (2005); Special issue: Networking issues in entertainment computing

    Article  Google Scholar 

  5. Fritsch, T., Ritter, H., Schiller, J.: The effect of latency and network limitations on mmorpgs (a field study of everquest2). In: NetGames 2005 (2005)

    Google Scholar 

  6. Cronin, E., Filstrup, B., Kurc, A.R., Jamin, S.: An efficient synchronization mechanism for mirrored game architectures. In: NetGames 2002 (2002)

    Google Scholar 

  7. Gargolinski, S., Pierre, C.S., Claypool, M.: Game server selection for multiple players. In: NetGames 2005 (2005), http://www.research.ibm.com/netgames2005/

  8. Lee, K.W., Ko, B.J., Calo, S.: Adaptive server selection for large scale interactive online games. Computer Networks 49(1), 84–102 (2005); Special issue: Networking issues in entertainment computing

    Article  Google Scholar 

  9. Brun, J., Safaei, F., Boustead, P.: Server topology considerations in online games. In: NetGames 2006 (2006)

    Google Scholar 

  10. Webb, S.D., Soh, S., Lau, W.: Enhanced mirrored servers for network games. In: NetGames 2007 (2007)

    Google Scholar 

  11. Schiele, G., Suselbeck, R., Wacker, A., Hahner, J., Becker, C., Weis, T.: Requirements of peer-to-peer-based massively multiplayer online gaming. In: Proceedings of the Seventh IEEE International Symposium on Cluster Computing and the Grid (CCGRID 2007), pp. 773–782 (2007)

    Google Scholar 

  12. Morse, K.L., Bic, L., Dillencourt, M.: Interest management in large-scale virtual environments. Presence: Teleoperators and Virtual Environments 9(1), 52–68 (2000)

    Article  Google Scholar 

  13. Rhalibi, A.E., Merabti, M., Shen, Y.: AoIM in peer-to-peer multiplayer online games. In: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology (2006)

    Google Scholar 

  14. Hu, S.Y., Chen, J.F., Chen, T.H.: Von: A scalable peer-to-peer network for virtual environments. IEEE Network 20(4), 22–31 (2006)

    Article  Google Scholar 

  15. Knutsson, B., Lu, H., Xu, W., Hopkins, B.: Peer-to-peer support for massively multiplayer games. In: IEEE Infocom 2004 (2004)

    Google Scholar 

  16. Iimura, T., Hazeyama, H., Kadobayashi, Y.: Zoned federation of game servers: a peer-to-peer approach to scalable multiplayer online games. In: NetGames 2004 (2004)

    Google Scholar 

  17. Kabus, P., Terpstra, W.W., Cilia, M., Buchmann, A.P.: Addressing cheating in distributed mmogs. In: NetGames 2005 (2005), http://www.research.ibm.com/netgames2005/

  18. Palant, W., Griwodz, C., Halvorsen, P.: Consistency requirements in multiplayer online games. In: NetGames 2006 (2006)

    Google Scholar 

  19. Pantel, L., Wolf, L.C.: On the suitability of dead reckoning schemes for games. In: NetGames 2002 (2002)

    Google Scholar 

  20. Aggarwal, S., Banavar, H., Khandelwal, A., Mukherjee, S., Rangarajan, S.: Accuracy in dead-reckoning based distributed multi-player games. In: NetGames 2004 (2004)

    Google Scholar 

  21. Mauve, M., Vogel, J., Hilt, V., Effelsberg, W.: Local-lag and timewarp: Providing consistency for replicated continuous applications. IEEE transactions on Multimedia 6(1), 47–57 (2004)

    Article  Google Scholar 

  22. Zhang, Y., Chen, L., Chen, G.: Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games. In: NetGames 2006 (2006)

    Google Scholar 

  23. Mauve, M.: How to keep a dead man from shooting. In: Proc. of the 7th International Workshop on Interactive Distributed Multimedia Systems and Telecommunication Services (IDMS 2000) (2000)

    Google Scholar 

  24. Jefferson, D.R.: Virtual time. ACM Transactions on Programming Languages and Systems (TOPLAS) 7(3), 404–425 (1985)

    Article  Google Scholar 

  25. Liang, D., Boustead, P.: Using local lag and timewarp to improve performance for real life multi-player online games. In: NetGames 2006 (2006)

    Google Scholar 

  26. Pellegrino, J.D., Dovrolis, C.: Bandwidth requirement and consistency resolution latency in multiplayer games. In: NetGames 2003 (2003)

    Google Scholar 

  27. Müller, J., Gössling, A., Gorlatch, S.: On correctness of scalable multi-server state replication in online games. In: NetGames 2006 (2006)

    Google Scholar 

  28. Mills, D.L.: Network time protocol (version 3). RFC 1305 (March 1992)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Springer-Verlag Berlin Heidelberg

About this chapter

Cite this chapter

Tolic, S., Hlavacs, H. (2009). A Testbed for P2P Gaming Using Time Warp. In: Pan, Z., Cheok, A.D., Müller, W., Rhalibi, A.E. (eds) Transactions on Edutainment II. Lecture Notes in Computer Science, vol 5660. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-03270-7_3

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-03270-7_3

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-03269-1

  • Online ISBN: 978-3-642-03270-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics