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Hybrid Synchronization Method in Real-time Online Games

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In real-time online game servers, game state synchronization between users is a severely important issue. However, existing game state synchronization methods have the problem that their performance fluctuates depending on the situation. In this paper, we propose a new hybrid synchronization method that provides satisfactory performance to users in all situations. This method guarantees consistency by always providing the same result by using the Lockstep synchronization method when the distance between clients is close, and satisfies availability by providing a fast response time by using the Server Authoritative method when the distance between clients is far. With a tag game, The hybrid synchronization method achieves up to a 74.6% improvement in position consistency and a reduction in response time by up to 23.6% compared to the existing synchronization methods.

Abstract

In real-time online game servers, game state synchronization between users is a severely important issue. However, existing game state synchronization methods have the problem that their performance fluctuates depending on the situation. In this paper, we propose a new hybrid synchronization method that provides satisfactory performance to users in all situations. This method guarantees consistency by always providing the same result by using the Lockstep synchronization method when the distance between clients is close, and satisfies availability by providing a fast response time by using the Server Authoritative method when the distance between clients is far. With a tag game, The hybrid synchronization method achieves up to a 74.6% improvement in position consistency and a reduction in response time by up to 23.6% compared to the existing synchronization methods.

참고문헌 (10)

  1. "좀비고등학교 모바일" (2024)[URL]
  2. Hampus Liljekvist, "Detecting Synchro nisation Problems in Networked Lockstep Games", ~ (2016)
  3. Zhu, R., "Asynchronous networked aggregative games", Automatica, 136 (2022)
  4. "'카트라이더: 드리프트' 머신러닝을 활용한 위치예측개선" (2024)[URL]
  5. Munoz-Escoi, "CA P theorem: revision of its related consistenc y models", The Computer Journal, 62(6), pp.943~960 (2019)
  6. S. Liu, "A survey and taxonomy of latency compensati on techniques for network computer games", ACM Comput. Surv, 54(11), pp.1~34 (2022)
  7. H.-Y. Kim, "A Scheme for Efficient Synchronization on Real Time Strategy Games", J. Korea Game Soc, 10(3), pp.83~92 (2010)
  8. Mieschke Paul, "Deterministic Lockste p in Networked Games", ~ (2024)
  9. Akshay Utture, "Efficient lock-step synchronization in taskparallel languages", Journal of Software : Pra ctice and Experience, 49(9), pp.1379~1401 (2019)
  10. Assran, M. S., "A synchronous gradient push", IEEE Transact ions on Automatic Control, 66(1), pp.168~183 (2020)

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