Difference between revisions of "Dev:Network Games Related Work"

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== Consistency vs Performance ==
 
== Consistency vs Performance ==
With infinite bandwidth and 0 network latency, a DIA could remain completely consistent and yet be extremely responsive (i.e. change state rapidly). In the presence of network latency, however, the system will require time to reach a new consistent state when a change in state is required. When a state change is requested, the system can either delay its response to reach a consistent state or process the change without guaranteeing complete consistency.  
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With infinite bandwidth and 0 network latency, a DIA could remain completely consistent and yet be highly responsive (i.e. change state rapidly). In the presence of network latency, however, the system will require time to reach a new consistent state when a change in state is required. When a state change is requested, the system can either delay its response to reach a consistent state or process the change without guaranteeing complete consistency.  
 
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Fidelity is sacrificed either way since fidelity represents how closely the simulation matches its real-world representation. Inconsistencies mean the simulation does not accurately match it's real-world representation. Decreased responsiveness also decreases fidelity since real events occur instantaneously.
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Fidelity is sacrificed in either case since fidelity represents how closely the simulation matches its real-world representation. Clearly inconsistencies will lead to less accurate simulations thus lower fidelity. Decreased responsiveness also decreases fidelity since real events occur instantaneously.
 
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Revision as of 20:01, 13 February 2009

Terminology

  • DIA = Distributed Interactive Applications
  • DIS = Distributed Interactive Simulations
    • Used by the military
  • NVE = Networked Virtual Environment
    • Singhal & Zyda 99 <insert reference>
  • DIM = Distributed Interactive Media
    • Mauve01 <insert reference>
  • NIE = Networked Interactive Environment
    • Capps, McDowell, Zyda 01 <insert reference>
  • DVE = Distributed Virtual Environment
    • Stytz96 <insert reference>
  • CVE = Collaborative Virtual Environment
  • DSE = Distributed Synthetic Environment
  • SVE = Shared Virtual Environment
  • CSCW = Computer Supported Cooperative Work




Consistency is the degree to which users share the same view of the application state. It includes Delaney - Presence 2007

  • Synchronization: Time of events relative to other events are the same across the DIA
  • Causality: cause/effect ordering is maintained
  • Concurrency: Simultaneous execution of events by different users on same entity

Responsiveness is the time taken for the system to register and respond to a user event. Delaney - Presence 2007

Fidelity is the degree to which the virtual representations are similar to their real-world representations. Delaney - Presence 2007 & IEEE95


ISSUES IN SUPPORTING DIAs

Consistency vs Performance

With infinite bandwidth and 0 network latency, a DIA could remain completely consistent and yet be highly responsive (i.e. change state rapidly). In the presence of network latency, however, the system will require time to reach a new consistent state when a change in state is required. When a state change is requested, the system can either delay its response to reach a consistent state or process the change without guaranteeing complete consistency.
Fidelity is sacrificed in either case since fidelity represents how closely the simulation matches its real-world representation. Clearly inconsistencies will lead to less accurate simulations thus lower fidelity. Decreased responsiveness also decreases fidelity since real events occur instantaneously.

To manage this tradeoff, DIAs use Consistency Management Techniques.


Scalability

Scaling a DIA will primarily require more bandwidth from the network. The exact architecture will determine how the bandwidth requirements increase with the number of users. To reduce bandwidth, DIAs employ a variety of Information Management Techniques.


TECHNIQUES

Consistency Management Techniques

  • Lockstep Synchronization
  • Imposed Global Consistency
  • Delayed Global Consistency
  • Time Warp
  • Predictive Time Management
  • Concurrency

Information Management Techniques

  • Dead Reckoning
  • Relevance Filtering
  • Data Compression
  • Packet Bundling/Aggregation