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Dynamically learning efficient server/client network protocols for networked simulations

  • Author / Creator
    Orsten, Sterling
  • With the rise of services like Steam and Xbox Live, multiplayer support has become essential to the
    success of many commercial video games. Explicit, server-client synchronisation models are bandwidth
    intensive and error prone to implement, while implicit, peer-to-peer synchronisation models
    are brittle, inflexible, and vulnerable to cheating. We present a generalised server-client network
    synchronisation model targeted at complex games, such as real time strategy games, that previously
    have only been feasible via peer-to-peer techniques. We use prediction, learning, and entropy coding
    techniques to learn a bandwidth-efficient incremental game state representation while guaranteeing
    both correctness of synchronised data and robustness in the face of unreliable network behavior. The
    resulting algorithms are efficient enough to synchronise the state of real time strategy games such
    as Blizzard’s Starcraft (which can involve hundreds of in-game characters) using less than three
    kilobytes per second of bandwidth.

  • Subjects / Keywords
  • Graduation date
    Spring 2011
  • Type of Item
    Thesis
  • Degree
    Master of Science
  • DOI
    https://doi.org/10.7939/R3JG6X
  • License
    This thesis is made available by the University of Alberta Libraries with permission of the copyright owner solely for non-commercial purposes. This thesis, or any portion thereof, may not otherwise be copied or reproduced without the written consent of the copyright owner, except to the extent permitted by Canadian copyright law.