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Research And Design Of Synchronization Strategy For Three-dimensional Online Games

Posted on:2013-01-02Degree:MasterType:Thesis
Country:ChinaCandidate:Y L NiuFull Text:PDF
GTID:2248330377958504Subject:Computer application technology
Abstract/Summary:
Online game have entered the era of Three-dimensional online games, It has won theplayers with the vivid pictures and giant game scenes. As the increasing scale of the game andthe growing number of online players, network latency, packet loss, cluster load balancingand other issues has become a bottleneck of the synchronous online games. Therefore, thenetwork game synchronization research has important theoretical and practical significance.This paper mainly studies the synchronization technology in online game.This paper mainly studies synchronization techniques in3D online games. Fist of all, Interms of network delay, it using Dead Reckoning algorithm to predict low rates. But thispaper proposed the use of Recurrent Neural Network for Dead Reckoning in MMOG, UsingRecurrent Neural Network associative memory characteristics to improve the DeadReckoning algorithm. When there is a delay, it can predict the next state of the game in timeand improve the synchronization of the game. secondly, In terms of server load balancing, forlocal load balancing algorithm due to cascading migration caused by the “domino”phenomenon and global load balancing algorithm due to the redistribution caused by wasteproblem. This paper presents a new scheme combining advantage of partial and over allmethod. Load of each server is watched by a monitor server. When overload happens, themonitor server he monitor server looks for a light loaded server and informs the overloadedserver to move some load to the light loaded server. This scheme avoids Domino Effect ofmigration because light loaded server is sought by monitor server other than overloadedserver itself, and seek is global instead of being limited to neighbor servers. Finally, theimproved algorithm is applied to the FPS online game game,Further validation of animproved method.
Keywords/Search Tags:Three-dimensional online game, synchronization technology, network latency, Load balance, recurrent neural network
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