Evaluating a Player’s Network Class in a Multiplayer Game with Fuzzy Logic

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Tarih

2020

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info:eu-repo/semantics/openAccess

Özet

In a multiplayer game environment, smoothness of a game depends on factors such as game’s netcode, player’shardware, network connection and server’s response time. Players with bad network conditions and spiking networksynchronization is always a problem for multiplayer games for both PCs and gaming devices based interactive sessions.Previous implementations to prevent such occasions involve disconnection based on their connection statistics.However usually used schema involves constant boundary values and mostly biased for disconnection decision.Disconnecting players with medium to worse network status is typically not an optimal practice as rendering the gameunplayable for the person as if we think about player’s hardly earned money. Today, fast CPU and graphics processorsoffer rendering of game and receiving the game state with high frame rates. Hence, quality of the game depends onnetwork connection of participants. Games prefer measuring latency between the server and the player by sendingsimple ping packets similar to well-known Unix tool. An administrator evaluates this value whether the player shouldbe disconnected or not. In this paper, we discuss evaluating the player’s complex network statistics and automaticallydeciding for absence of the player with pattern recognition techniques.

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Gümüşhane Üniversitesi Fen Bilimleri Dergisi

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Cilt

10

Sayı

1

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