Department of Electronic Engineering, National University of Ireland Maynooth, Maynooth Co. Kildare, Ireland
A novel framework to model and explore predictive contract mechanisms in distributed interactive applications (DIAs) using information theory is proposed. In our model, the entity state update scheme is modelled as an information generation, encoding, and reconstruction process. Such a perspective facilitates a quantitative measurement of state fidelity loss as a result of the distribution protocol. Results from an experimental study on a first-person shooter game are used to illustrate the utility of this measurement process. We contend that our proposed model is a starting point to reframe and analyse consistency maintenance in DIAs as a problem in distributed interactive media compression.
1. Introduction
Recent years have seen increasing interest in
distributed interactive applications (DIAs). These are applications through
which geographically distant end-users exchange information and interact with
each other in a shared networked virtual environment. Historically DIAs first
saw significant deployment in the military training realm (e.g., Simulation
Networking system (SIMNET) [1], Distributed Interactive Simulation (DIS) [2]), and subsequently in the distributed virtual reality community (Naval
Postgraduate School Networked (NPSNET) Virtual Environment [3]). However, in the last decade, it is the world of online
entertainment systems that has seen the greatest proliferation of such
technologies (e.g., Quake [4]). Despite the long evolution
of this application class, one of the most persistent problems has been the
issue of maintaining a uniform view of the simulation state for all users
across the network, that is, the conditions of objects (or entities) and events
in the shared environment, under the constraints of limited bandwidth and
continuous user interaction.
Consistency refers to maintaining a spatially
and temporally identical view of the data across the participating nodes (or
hosts) in a DIA [5]. Due to the inevitable network latency which indicates the length
of time taken in transmitting a message from one designated node to another [6], perfect consistency in DIAs is impossible to achieve [7] although the effects can be tempered through trading temporal
fidelity for state consistency and vice versa [8]. This is known as the “Consistency-Throughput
Tradeoff,” which states that it is impossible for DIAs to have both a consistent and dynamical environment [9]. To deal with the tradeoff, various consistency maintenance
mechanisms are employed to ensure a sufficient level of consistency. Generally,
techniques used by these mechanisms can be classified into three classes [7]: information management techniques reduce the amount of data that
has to be transmitted over the network; time management techniques manipulate
time to mask the effect of network latency; system architecture techniques seek
to improve the efficiency of processing and disseminating data. In this paper,
we focus on one particular group of information management techniques, that is,
predictive contract mechanisms that use prediction algorithms to reduce the number
of update packets transmitted across the network. These mechanisms have been
widely used in military training simulations and computer games [1, 10, 11].
Predictive contract mechanisms maintain
controlled inconsistency, or a sufficient level of consistency, by using
prediction schemes (e.g., Dead Reckoning [2, 5, 6], Hybrid
Strategy Model [12], Nero-Reckoning [13, 14], etc.) to explore
information about the future motion of the objects from contextual dynamics and
reduce the frequency of sending entity state updates (ESUs) from the local
controlling host to the remote host across the network. The ESUs are only generated
and sent out to correct prediction errors larger than a given threshold on some
inconsistency metric, while smaller prediction errors are simply ignored. Consequently,
the local host only provides an approximated dynamic and encodes it in the
ESUs. Predictive contract mechanisms sacrifice the accuracy of the remotely
approximated dynamic in return for a reduction in the number of entity state
updates and thus save bandwidth and reduce network latency. The performances of
such consistency maintenance mechanisms depend mainly on how much the prediction
model perceptually matches the real motion of the object on the local host.
Traditionally, performance of a prediction scheme
is measured by the frequency of the ESU transmissions required to maintain the inconsistency
within the threshold limit. The inconsistency caused by applying the prediction
scheme in DIAs has been evaluated and analysed with different metrics of
prediction error between states, and their approximations: drift distance (the
average absolute error [15]), root mean square error (RMSE), and max norm (the worst error) [16] are all based on spatial difference between states of the same
entity on different hosts; phase difference [17] considers temporal difference between the rendering time of the
same entity state on different hosts; time-space inconsistency [18] takes into account both spatial distance and its duration. Unfortunately,
none of the aforementioned measures gives explicit or quantified analysis of the contribution
of the mechanism in helping reduce bandwidth consumption.
In this paper, we introduce a new framework which
may aid in this regard and which utilises entropy and mutual information. Mutual
information has been used in many other areas to detect and evaluate the
dependence between different variables, such as gene expression [19], electrical signals from the brain [20], and so forth. In our model, mutual information is employed to
measure the dependence between the real state dynamic and the approximated state
dynamic on the local host. The inconsistency induced by discarding prediction
errors within the threshold limit is measured as the information loss in the
local approximation, which also indicates the theoretical bandwidth saving
because mutual information is a direct and quantified measure of the minimal
amount of data required to fully describe the interdependence between two
variables, namely, the real and approximated motion in the context of DIA. The
performance metric of the prediction algorithm is its ability to make use of
ESUs to explore information about entity motion and reduce the amount of data
required to maintain consistency. By investigating the use of information
theory as a measurement of both components, we are able to provide a quantified
model to analytically study the “Consistency-Throughput
Tradeoff” as a problem in lossy source coding on the local host, that is,
how good is the local host in providing entity dynamic information and what is
the cost for that quality of sharing object motion.
In our model, the complexity of the entity
motion is measured by entropy which is calculated from sampled probabilities.
There are other advanced and more accurate approaches, such as fuzzy logic and
neural networks, used to model object behaviour. An overview of these
techniques can be found in [21]. The simple probability model we used here captures the underlying
assumption behind all these behaviour models; that users will act similarly
under similar circumstances, which makes our approach applicable to any
extrapolation method. It is also worth noting that mutual information provides a
general measure of the interdependence between the locally generated states for
a given entity and those simulated to be rendered remotely. Other statistical measures
are also available for measuring the dependence between the real and
approximated dynamics. However, most of them only measure specific dependence
patterns, such as linearity in the case of the Pearson’s correlation. In DIAs,
where the motion of the object is usually nonlinear and complicated, such dependence
metrics could be misleading [22]. It should be stated that regardless of the measure used, the work
reported here is the first such attempt to use any measure of this dependence
as a richer measure of compression.
The remainder of this paper is organised as
follows. A mathematical background of concepts and methods in information
theory that are employed in our model is given in the next section. This is
followed by fundamental principles of predictive contract mechanisms and detailed
explanations of our information model to formulate local information processing
in Section 3. The description of the experimentation is given in
Section 4, while Section 5 presents
our results and discussion. Finally, the paper ends with conclusions and directions of future
work in Section 6.
2. Background
We begin with a brief review of the concepts
of Shannon entropy and mutual information in
information theory and introduce the numerical procedures to estimate them from
experimental data. All the definitions and methods here are given in discrete
terms, as states of all variables in a virtual environment, however vivid, are
finite and discrete.
Consider a random variable with possible states , each with probability . The entropy of the variable is defined as [23] Entropy measures the degree of complexity of
variable . In the completely determinant case, some state is such that , and all other probabilities are zero, we have . If, on the other hand, there is a universal probability for all possible states, the maximal entropy is . In general, variables with larger entropy are more complex and more
unpredictable. From the view of compression, entropy also indicates the minimal
length of data required to fully describe the variable.
For two random variables and ,
the remaining complexity of given knowledge about is defined as conditional entropy: where denotes the joint probability that is in the state and is in the state , and denotes the conditional probability that is in the state , given is in the state . For arbitrary variables, entropy is larger than conditional entropy. The
difference between (1) and (2) is the amount of reduced complexity of from knowing information about . Thus, the mutual information is defined as [23] Mutual information measures the interdependence between the variables and .
Notice that entropy is the automutual information between the variable and itself, that is, . The mutual information in (3) is also called cross
mutual information [20].
All the concepts mentioned here involve
knowledge about respective probability functions, which are normally not known
in practice. For the purpose of this paper, we use a simple approach to
estimate probability and mutual information from experimental data, though
other more advanced and complicated algorithms exist [19, 24].
Consider a sequence as a collection of samples of at different time instances . Let be the number of cases that . The probabilities are estimated as the frequencies of
occurrences [19]: Similarly, the joint probability of two
variables and can be estimated from two sample sequences and with the same length according to
where is the number of cases that and at the same time. With these probabilities
calculated, we can estimate mutual information between and as defined in (3). However, it is known that the estimation of mutual information from
limited-length samples is systematically biased due to the finite size effect.
The systematic error can be corrected by applying an additional term to the
original definition [19, 25]: Here, , , and denote the number of different state combinations
with nonzero probability. The sample size must be considerably larger than the
number of possible state combinations to make a good estimation.
The definitions and estimations presented above
allow us to model and analyse predictive contract mechanisms in our new
framework, in which maintaining controlled inconsistency is viewed as information
sharing with loss. We will use entropy and mutual information to quantify the local
information generation and processing in the next section.
3. Information Model
As described before, DIAs use predictive
contract mechanisms to reduce data transmission requirements. One of the most
common techniques employs a concept called Dead Reckoning [2, 5, 6] to extrapolate state from ESUs. The IEEE DIS standard in particular advocates
such methods and further classifies the predictive contract mechanisms into two
main components: prediction and convergence [2, 9]. In this article, we only focus on the prediction and
reconstruction operated locally. The convergence algorithms as well as network
latency, which will certainly affect remote inconsistency, are not included in
our current model. Nevertheless, for the convenience of the reader, we will
briefly mention the convergence algorithms to give a complete picture of the
underlying principles behind predictive contract mechanisms.
The prediction algorithms are the core of
the whole mechanism, because they define how the actual entity states are
locally packed, with loss, into ESUs, and then reconstructed. In standard Dead
Reckoning and its various extensions, multiple-order polynomial functions are
used to extrapolate state evolution until the next ESU is generated [2, 26, 27]. More
complicated methods involving statistical learning, such as Kalman filters [28] and Neural Networks [13, 14], are employed to improve
the performance of prediction. Whether having a closed form formula or not, these algorithms
are essentially functions or mappings from the previous generated ESUs to the anticipated
states in the future.
The convergence algorithms define how entity
states on remote hosts are corrected, on receiving an ESU, from the inaccurate
estimation to its real value, so that the approximated dynamics look more
natural and smooth. Currently, polynomial equations are the most commonly used
convergence algorithms [9, 26, 29].
Higher-order equations generally generate smoother converging trajectory than
low-order equations but they require more computation. The convergence
operation is taken after the arrival of an ESU on the remote host to gain
better visual perceptual consistency [9] and is thus not
considered by the local host in issuing ESUs.
As shown in Figure 1, at each simulation
time-step, the local host checks the error between the extrapolated state and
the actual entity state. The predicted value is accepted, and the simulation
goes on if the error does not exceed the threshold; otherwise an ESU including
data required by the prediction algorithm is generated to be sent. Most systems
send out an update if there is no ESU sent within a timeout period just to
inform the remote host that the object is still “alive.” These updates are
relatively rare compared to the regular ESUs and are not related to local
extrapolation, thus they are not considered in this paper. To reconstruct the
approximated dynamic remotely, the remote host employs the same prediction
model to regenerate the extrapolated states and applies the convergence
algorithm on receiving ESUs.
Figure 1: Visual illustration of Dead
Reckoning procedures. In this case, we use linear extrapolation and zero-order
(or snap) convergence.
The diagram in Figure 2, with the notation
shown, presents our information model in which we seek to reframe the local
operations of predictive contract mechanisms as information generation, encoding,
and reconstruction processes. The basic idea is that the simulation cycle or
“game loop” in a gaming systems context is generating information, that is, it generates
updates to entity states at a rate suitable for high fidelity rendering for the
local user. By using prediction models and thresholds, predictive contract
mechanisms prune the generated information and encode the remainder into ESUs. As
such, only an approximated dynamic of the entity is provided by the local host.
Less data is required to transmit the approximated dynamic because part of the
information is discarded, and the bandwidth saving should equate to the amount
of information loss.
Figure 2: Information model of predictive
contract mechanisms. Information generated by local dynamic
is encoded with loss into the ESUs,
from which only an approximated dynamic
can be reconstructed. The extrapolated dynamic
is compared to the real dynamic to decide
whether an ESU is needed to correct the prediction error.
is the approximated dynamic reconstructed
remotely by the remote predictor and the convergence algorithm.
3.1. Information Generation
As mentioned previously, the shared virtual
environment is spatially and temporally discrete. Therefore, measurements of
the entity state over time yield the discrete time series , where is the index of simulation time step and the
value of varies within a finite discrete set of entity
state values . By rendering the entity state at each time step, the local host is generating
information about the state. The amount that is dependent on the complexity of
the entity’s motion can be characterised by a probability function . The average amount of information generated by the local host at each time step
is the amount of uncertainty of the motion, that is, the entropy : In the case of a static environment where the
entity state remains at one particular value all along (there is some state such that ), the entropy of this motion would be zero,
meaning that there is no information to be shared, and thus no ESU is needed
and the remote view of the environment will be consistent with that on the local
host. Entity motions with larger entropy require more information in order to fully
replicate the state evolution.
3.2. Information Encoding
Predictive contract mechanisms reduce the network
traffic required for the DIA at the cost of losing state fidelity on the remote
host: the local host only provides a pruned dynamic that resembles the real one
at some level. This includes two different approximations: ESUs are sent out at
a lower frequency than the simulation cycle; each update only contains partial
information about the entity motion. Therefore, only part of the information
generated on the local host is embedded in ESUs to be sent to the remote host,
and the rest is discarded. The tolerable loss of fidelity is controlled by an error
threshold. This can be seen as a lossy source coding or lossy media compression.
Let the time series denote the approximated entity dynamic simulated
by the local host using predictive contract mechanisms. We use cross mutual
information to measure the amount of information successfully
delivered from the real dynamic to the approximated one. The information
loss in the process of estimating as (which is also the reduced bandwidth requirement due to a nonzero threshold) is
the remaining uncertainty of the real motion after we have the approximated :
3.3. Local Information Reconstruction
To reconstruct the dynamic, the prediction
algorithm extracts information about embedded in the ESUs and interprets it in the form of the approximated state
dynamic afterwards. We use time-shift cross mutual information [20] to measure the amount of information utilised by the prediction
model. Cross mutual information between any two time series and with a time shift is defined as [20] Here, the time shift (or delay) refers to the difference between the indices
of the time-steps in the two sequences. is the average amount of information contained
in the sequence that can be learned about at steps later. If the local host is generating an
ESU at each time step, we will have the time series representing the value of the potential ESU at
time-step . According to (9), the term is the average information that is contained in
the ESU sent at time-step and is
used to predict the state at time-step . Therefore the total information in a single ESU employed by the prediction
model should be the sum of all the time-delayed cross mutual information , as long as the ESU is referenced in predicting . For example, in standard Dead Reckoning, only the latest received ESU is used
to predict states until the next ESU is generated, so the average information acquired
by the prediction model from that ESU is where is the average time interval between
two successive ESUs. also indicates
the number of time-steps that an ESU is employed in prediction, that is, from
the time this ESU is generated until the time before the next ESU generation.
Thus, (10)
calculates the effective information delivered by a single ESU to the local
approximation.
With the ESUs being the only source of
information to reconstruct entity dynamics, we have where is the number of ESUs during simulation
steps.
Equations (8) and (11) express the core of our information model that information about entity state
evolution over time, generated by local hosts, is encoded in ESUs and can be
regenerated with some loss by employing prediction algorithms. Actually, (10)
and (11) imply an “Accuracy-Computation tradeoff”
between prediction accuracy against computational and memory resource overhead [9, 26], because computation
also takes time and compromises consistency. Simpler models like standard Dead
Reckoning only require a single ESU to extrapolate entity states; more
complicated methods improve prediction accuracy and further reduce bandwidth
consumption, at the cost of additional memory (by referencing longer historical
records and more ESUs) and computational resources.
With the model and general procedure
described above, we are able to measure how information is generated and
processed locally to reduce the amount of data transmitted to maintain
consistency, and thus conserve bandwidth. Although the calculations are
demonstrated with one-dimensional time series, our approaches can be extended
to higher-dimensional movements by using joint probability and joint mutual
information [23]. Consequently, calculations in higher-dimensional data would
require larger sample sizes to vanish the finite-size effect as (6) states. In the
next section, we apply this framework to a multiuser first-person shooter game.
The game settings are representative of computer game interactions. The results
show that our model is applicable to general predictive contract mechanisms.
4. Experimental Data
The practical game scenario we use here to
show how the proposed framework works is a multiplayer first-person shooter (FPS)
game developed using the commercially available Torque Game Engine [26]. The game scenario is shown in Figure 3. The goal of the players in
the battlefield is to hold the special “tag” item; in the meantime they can
attack each other with their weapons. Players can replenish their health meter
in the health-houses. The last survivor holding the “tag” wins. This
“deathmatch” scenario is fairly typical in online FPS games. For the convenience
of illustration, our numerical study is based only on the -coordinate of the user. Therefore, the motion of the entity is a
one-dimensional dynamic and is recorded as a scalar time sequence .
Figure 3: The FPS game scenario.
The predictive contract mechanism we examine
here is Dead Reckoning (DR). We consider both linear and second-order extrapolations.
The inconsistency threshold used here is the spatial distance metric. Let be the estimated dynamic. At each simulation
time-step , the linear extrapolation for the current entity state is where is the estimated velocity in the latest ESU
generated at time-step . The extrapolated value is accepted if the prediction error does not
exceed the given threshold ; otherwise an ESU containing the current state value and velocity estimation is
generated based on the real dynamic, that is, Here, state replaces as a correction. For second-order DR, extrapolated
entity state and data in an ESU are given by (14) and (15), respectively, where is the estimated acceleration.
In our experiment, two players are asked to play
against each other. Our experiments were conducted for the simulation interval ms and varying error thresholds . On obtaining both the real and approximated dynamics, we examine the
information processing as stated in the previous section. Results and
discussion are presented in the next section.
5. Results and Discussion
Figure 4 shows the real and the estimated
dynamics for two different thresholds. As expected, the larger threshold leads
to less dynamical approximated entity states, which contains less information
about the real dynamic. From state trajectories, it is clear that the two
extrapolation methods used here make little difference in approximating entity
motion when the threshold is small. The second-order extrapolation causes more
intense oscillations when the threshold is large, since more previous states are
referenced in order to estimate the acceleration. The effect on prediction
errors takes longer time
to vanish in “high jerk” motions such as our FPS game.
Figure 4: The real and estimated dynamics for
(a) threshold at 2 using linear DR
extrapolation, (b) threshold at 8
using linear DR extrapolation, (c) threshold at 2 using second-order DR extrapolation, and (d) threshold at 8 using second-order DR
extrapolation.
Figure 5 shows the estimated probability
function of the entity states. The probability is unevenly distributed among
all possible states. States with significantly higher probability are the
places where the player holds its position seeking targets (either the “tag” or
the opponent), while those unlikely states are positions the player passes while
chasing. The motion of the object generates more information in chasing moments
than waiting periods.
Figure 5: The estimated probability function
of the entity states. Possible entity state values vary from −80 to 80.
Equations (4) and (7)
give an entropy bits. This is the average length of data
required per simulation step to fully describe the dynamic. Some of this
information generated by the local entity dynamic is lost because errors less
than the threshold are simply ignored. The larger the threshold is, the more
information is discarded and thus less ESUs are needed to deliver it. In Figure 6, we present information loss and number of ESUs for varying thresholds, along
with three different traditional inconsistency metrics:
Figure 6: Normalized information loss, three
different traditional inconsistency metrics, and number of ESUs for varying
thresholds. Results are presented in terms of normalised percentages for (a)
linear DR extrapolation and (b) second-order DR extrapolation.
In Figure 6, all measurements are normalised,
and information loss is presented as a percentage of . It can be seen that
for both extrapolation methods, information loss agrees with traditional
metrics, following similar trends. The advantage of our information
loss measure over the others is that it not only measures to what degree the
approximated dynamic resembles the real one but also indicates the bandwidth
saved through tolerating inconsistency. In this example, the second-order
extrapolation delivers more information to the approximated dynamic than the linear
extrapolation.
Figure 6 is also an illustration of the “Consistency-Throughput
Tradeoff” and provides
guidance for a designer to pick a reasonable threshold for a given available
bandwidth. For example, with the current prediction algorithms and game
scenario, Figure 6 suggests an optimal threshold between 10 and 20 saves over 80% ESU transmission while losing only around 20% of the information. Larger thresholds lead to little
further reduction in ESU transmission, while information loss increases
significantly (especially for linear extrapolation); and further reducing
information loss would cause significant increase in network traffic.
Another issue worth mentioning is that information
loss increases rapidly as threshold increases. As stated before, information
loss is the discarded information about entity state evolution and also
measures the reduced bandwidth requirement per time-step due to a nonzero
threshold. Therefore, we could expect the same reduction rate in the number of
ESUs, which indicates the practical bandwidth consumption. However, in Figure 6(a),
we can see that frequency of ESU transmission decreases much slower. This
observation suggests that ESU transmission can be further reduced by applying
external compression algorithms: encode them as a signal sequence, and decode
them on the remote host. So far, the protocol independent compression algorithm
(PICA) has been used to reduce the bit rate in DIAs [30]. It operates by sending only the byte difference between the
current ESU packet and a reference packet. But this algorithm does not consider
any statistical aspects of the ESUs and is not optimal. The bandwidth used
to transmit the ESUs can be further reduced to the theoretical boundary implied
by our formulations if statistical compression methods are employed.
We also examine (11) which
is how the prediction model acquires information from the ESUs (see Figure 7(a)).
Here, the average time-steps between two ESUs are estimated by Numerical results presented in Figure 7(a) confirm (11) and that information encoded in ESUs is utilised by the prediction model in reconstructing the
approximated dynamic. Here, prediction algorithms do not generate or store any
information about entity states. Their contribution in saving data transmission
is that they interpret information contained in the ESUs, and explore the
future entity states from previous motions, and thus reduce redundant update
packets. More advanced prediction algorithms match entity dynamics better and
can extract more information from the ESUs. This superior performance generally
comes from two factors: larger network traffic and more computational resource
requirements. For instance, in Figure 7(a), the second-order extrapolation is
extracting more information per time step from the latest ESU than the linear
extrapolation, at the cost of a larger number of ESU transmissions (see Figure
7(b)) and more memory to restore longer referenced historical states and more
computational resources to calculate the extrapolation from (14).
Even though computational consumption is becoming more and more insignificant
as computers are becoming more powerful, our model still provides a formulation
of the ability of the prediction model to utilise ESUs by (10)
and an explicit way to deal with the tradeoff between prediction accuracy and
computational consumption.
Figure 7: (a) Mutual information between the
local and remote dynamics, and total information acquired from ESUs in bits per
time-step. (b) Number of ESUs for the two extrapolations.
All the formulations in our information
model are based on entropy and mutual information between the real and
approximated dynamics and are independent of the prediction algorithms applied.
Hence, the proposed model is applicable to general predictive contract
mechanisms.
Notice that our information model of predictive
contract mechanisms resembles some media compression algorithms. For example, medical
images are compressed by encoding quantised prediction errors using differential
pulse code modulation (DPCM) [31]. The video compression algorithm MPEG follows similar procedures by
employing motion compensation to estimate position of objects in the next
frame, and only transmitting the difference transformed by discrete cosine transform
(DCT) [32]. Information loss in these media compressions is induced by quantisation.
Similarly, in predictive contract mechanisms any prediction error less than
threshold is quantised to zero and then discarded. The role of the predictor is
to eliminate redundant information between frames in media, or entity states in
DIAs, because we can learn some information about future states by exploring previous
data. Therefore, it should be pointed out that our framework is a starting
point to view consistency maintenance in DIAs as a problem in media compression. Using
information theory, we can employ methods in media compression to improve
current state-of-the-art communication protocols in DIAs.
6. Conclusions and Future Work
This paper has shown how, by employing
information theory, entity state evolution can be viewed as an information generation
process, and how predictive contract mechanisms can be modelled as a lossy
information compression and reconstruction process. Analytical results show
that the local host reduces the amount of data required to maintain some level
of consistency by discarding part of the information generated by local entity
state evolution. The remaining information is encoded in the ESUs and can be
utilised by a prediction model to reconstruct a simpler and less dynamical
approximation to the actual entity states.
Through numerical studies, our mutual
information metric agrees with traditional inconsistency metrics. Moreover, the
advantage of mutual information is that it not only can be seen as an
inconsistency metric but also provides the theoretical bandwidth saving which
can be achieved by applying prediction models. Our results also suggest that
the bit rate in DIAs can be further reduced by applying external compression
algorithms that consider the statistical aspects of the ESU sequence. Procedures
presented here could shed light on designing optimal prediction algorithms to
deal with the “Consistency-Throughput
Tradeoff” and the “Accuracy-Computation
tradeoff.” Employing information formulations, our model to reframe
consistency maintenance as distributed media compression is a novel and promising
philosophy in the study of DIAs.
The model as developed in this paper has considered only the
information processing on the local host. Within this
information-theoretic framework, this is viewed as a form of lossy
source compression. The picture of course is far from complete,
and in subsequent work we will extend the analysis of predictive
contract mechanisms to include the effects of the channel and the
decoding or reconstruction of the original state. In particular,
we believe that non-ideal attributes of the communication channel
such as latency, packet loss and finite bandwidth have insightful
interpretation within our framework.
Acknowledgments
This work is supported by the Irish Research
Council for Science, Engineering, and Technology (IRCSET): funded by the
National Development Plan. The authors would like to thank Dr. Aaron
McCoy for providing the user motion data used in the experimental study.