TY - GEN
T1 - An improvement of dead reckoning algorithm using Kalman filter for minimizing network traffic of 3D on-line games
AU - Kim, Hyon Gook
AU - Kim, Seong Whan
PY - 2005
Y1 - 2005
N2 - Online 3D games require efficient and fast user interaction support over network, and the networking support is usually implemented using network game engine. The network game engine should minimize the network delay and mitigate the network traffic congestion. To minimize the network traffic between game users, a client-based prediction (dead reckoning algorithm) is used. Each game entity uses the algorithm to estimates its own movement (also other entities' movement), and when the estimation error is over threshold, the entity sends the UPDATE (including position, velocity, etc) packet to other entities. As the estimation accuracy is increased, each entity can minimize the transmission of the UPDATE packet. To improve the prediction accuracy of dead reckoning algorithm, we propose the Kalman filter based dead reckoning approach. To show real demonstration, we use a popular network game (BZFlag), and improve the game optimized dead reckoning algorithm using Kalman filter. We improve the prediction accuracy and reduce the network traffic by 12 percents.
AB - Online 3D games require efficient and fast user interaction support over network, and the networking support is usually implemented using network game engine. The network game engine should minimize the network delay and mitigate the network traffic congestion. To minimize the network traffic between game users, a client-based prediction (dead reckoning algorithm) is used. Each game entity uses the algorithm to estimates its own movement (also other entities' movement), and when the estimation error is over threshold, the entity sends the UPDATE (including position, velocity, etc) packet to other entities. As the estimation accuracy is increased, each entity can minimize the transmission of the UPDATE packet. To improve the prediction accuracy of dead reckoning algorithm, we propose the Kalman filter based dead reckoning approach. To show real demonstration, we use a popular network game (BZFlag), and improve the game optimized dead reckoning algorithm using Kalman filter. We improve the prediction accuracy and reduce the network traffic by 12 percents.
UR - http://www.scopus.com/inward/record.url?scp=33646713883&partnerID=8YFLogxK
U2 - 10.1007/11582267_59
DO - 10.1007/11582267_59
M3 - Conference contribution
AN - SCOPUS:33646713883
SN - 3540300406
SN - 9783540300403
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 676
EP - 687
BT - Advances in Mulitmedia Information Processing - PCM 2005 - 6th Pacific Rim Conference on Multimedia, Proceedings
PB - Springer Verlag
T2 - 6th Pacific Rim Conference on Multimedia - Advances in Mulitmedia Information Processing - PCM 2005
Y2 - 13 November 2005 through 16 November 2005
ER -