AntReckoning: Dead reckoning using interest modeling by pheromones
Details
Download: Yahyavi11NETGAMES.pdf (238.72 [Ko])
State: Public
Version: author
State: Public
Version: author
Serval ID
serval:BIB_BD3A53E5253B
Type
Inproceedings: an article in a conference proceedings.
Collection
Publications
Institution
Title
AntReckoning: Dead reckoning using interest modeling by pheromones
Title of the conference
Proceedings of the 10th ACM/IEEE International Workshop on Network and Systems Support for Games (NETGAMES)
Publisher
IEEE
Address
Ottawa, Ontario, Canada
ISBN
978-1-4577-1934-9
978-1-4577-1932-5
978-1-4577-1933-2
978-1-4577-1932-5
978-1-4577-1933-2
Publication state
Published
Issued date
10/2011
Peer-reviewed
Oui
Pages
NA
Language
english
Abstract
In games, the goals and interests of players are key factors in their behavior. However, techniques used by networked games to cope with infrequent updates and message loss, such as dead reckoning, estimate a player's movements based on previous observations only. The estimations are typically done using dynamics of motion, taking only inertia and external factors (e.g., gravity, wind) into account while completely ignoring the player's goals (e.g., chasing other players or collecting objects). This paper proposes AntReckoning: a dead reckoning algorithm, inspired from ant colonies, which models the players' interests to predict their movements. AntReckoning incorporates a player's interest in specific locations, objects, and avatars in the equations of motion in the form of attraction forces. In practice, these points of interest generate pheromones, which fade and spread in the game world, and are a source of attraction. Our simulations using mobility traces from World of Warcraft and Quake III show that AntReckoning improves the accuracy by up to 30% over traditional dead reckoning techniques.
Create date
01/12/2016 10:32
Last modification date
20/08/2019 15:31