Table of Contents Author Guidelines Submit a Manuscript
International Journal of Computer Games Technology
Volume 2008 (2008), Article ID 371872, 10 pages
http://dx.doi.org/10.1155/2008/371872
Research Article

Towards an Information Model of Consistency Maintenance in Distributed Interactive Applications

Department of Electronic Engineering, National University of Ireland Maynooth, Maynooth Co. Kildare, Ireland

Received 28 January 2008; Accepted 30 April 2008

Academic Editor: Jouni Smed

Copyright © 2008 Xin Zhang et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Linked References

  1. J. Calvin, A. Dickens, B. Gaines, P. Metzger, D. Miller, and D. Owen, “The SIMNET virtual world architecture,” in Proceedings of IEEE Virtual Reality International Symposium, pp. 450–455, Seattle, Wash, USA, September 1993. View at Publisher · View at Google Scholar
  2. IEEE Standard, “IEEE standard for distributed interactive simulation—application protocols,” IEEE Std 1278.1a-1998, 1998.
  3. M. Capps, D. McGregor, D. Brutzman, and M. Zyda, “NPSNET-V. A new beginning for dynamically extensible virtual environments,” IEEE Computer Graphics and Applications, vol. 20, no. 5, pp. 12–15, 2000. View at Publisher · View at Google Scholar
  4. D. Kushner, “The wizardry of Id,” IEEE Spectrum, vol. 39, no. 8, pp. 42–47, 2002. View at Publisher · View at Google Scholar
  5. J. Smed, T. Kaukoranta, and H. Hakonen, “A review on networking and multiplayer computer games,” Tech. Rep. 454, Turku Centre for Computer Science, University of Turku, Turku, Finland, 2002. View at Google Scholar
  6. J. Smed, T. Kaukoranta, and H. Hakonen, “Aspects of networking in multiplayer computer games,” The Electronic Library, vol. 20, no. 2, pp. 87–97, 2002. View at Publisher · View at Google Scholar
  7. D. Delaney, T. Ward, and S. McLoone, “On consistency and network latency in distributed Interactive applications: a survey—part I,” Presence: Teleoperators and Virtual Environments, vol. 15, no. 2, pp. 218–234, 2006. View at Publisher · View at Google Scholar
  8. X. Qin, “Delayed consistency model for distributed interactive systems with real-time continuous media,” Journal of Software, vol. 13, no. 6, pp. 1029–1039, 2002. View at Google Scholar
  9. S. Singhal and M. Zyda, Networked Virtual Environments: Design and Implementation, Addison-Wesley, New York, NY, USA, 1st edition, 1999.
  10. Y. Yu, Z. Li, L. Shi, Y.-C. Chen, and H. Xu, “Network-aware state update for large scale mobile games,” in Proceedings of the 16th International Conference on Computer Communications and Networks (ICCCN '07), pp. 563–568, Honolulu, Hawaii, USA, August 2007. View at Publisher · View at Google Scholar
  11. W. R. Johnson, T. W. Mastaglio, and P. D. Peterson, “The close combat tactical trainer program,” in Proceedings of the 25th Winter Simulation Conference (WSC '93), pp. 1021–1029, Los Angeles, Calif, USA, December 1993. View at Publisher · View at Google Scholar
  12. J. D. Delaney, Latency reduction in distributed interactive applications using hybrid strategy-based models, Ph.D. thesis, Department of Electronic Engineering, National University of Ireland, Maynooth, Maynooth, Ireland, 2004.
  13. A. McCoy, T. Ward, S. McLoone, and D. Delaney, “Multistep-ahead neural-network predictors for network traffic reduction in distributed interactive applications,” ACM Transactions on Modeling and Computer Simulation, vol. 17, no. 4, article 16, pp. 1–30, 2007. View at Publisher · View at Google Scholar
  14. A. McCoy, T. Ward, S. McLoone, and D. Delaney, “Using neural-networks to reduce entity state updates in distributed interactive applications,” in Proceedings of the 16th IEEE Signal Processing Society Workshop on Machine Learning for Signal Processing (MLSP '06), pp. 295–300, Maynooth, Ireland, September 2007. View at Publisher · View at Google Scholar
  15. C. Diot and L. Gautier, “Distributed architecture for multiplayer interactive applications on the Internet,” IEEE Network, vol. 13, no. 4, pp. 6–15, 1999. View at Publisher · View at Google Scholar
  16. J. J. LaViola, “A testbed for studying and choosing predictive tracking algorithms in virtual environments,” in Proceedings of the Workshop on Virtual Environments, pp. 189–198, Zurich, Switzerland, May 2003. View at Publisher · View at Google Scholar
  17. J. C. S. Lui, “Constructing communication subgraphs and deriving an optimal synchronization interval for distributed virtual environment systems,” IEEE Transactions on Knowledge and Data Engineering, vol. 13, no. 5, pp. 778–792, 2001. View at Publisher · View at Google Scholar
  18. S. Zhou, W. Cai, B.-S. Lee, and S. J. Turner, “Time-space consistency in large-scale distributed virtual environments,” ACM Transactions on Modeling and Computer Simulation, vol. 14, no. 1, pp. 31–47, 2004. View at Publisher · View at Google Scholar
  19. R. Steuer, J. Kurths, C. O. Daub, J. Weise, and J. Selbig, “The mutual information: detecting and evaluating dependencies between variables,” Bioinformatics, vol. 18, supplement 2, pp. S231–S240, 2002. View at Google Scholar
  20. J. Jeong, J. C. Gore, and B. S. Peterson, “Mutual information analysis of the EEG in patients with Alzheimer's disease,” Clinical Neurophysiology, vol. 112, no. 5, pp. 827–835, 2001. View at Publisher · View at Google Scholar
  21. E. Frias-Martinez, G. Magoulas, S. Chen, and R. Macredie, “Modeling human behavior in user-adaptive systems: recent advances using soft computing techniques,” Expert Systems with Applications, vol. 29, no. 2, pp. 320–329, 2005. View at Publisher · View at Google Scholar
  22. W. Li, “Mutual information functions versus correlation functions,” Journal of Statistical Physics, vol. 60, no. 5-6, pp. 823–837, 1990. View at Publisher · View at Google Scholar
  23. T. M. Cover and J. A. Thomas, Elements of Information Theory, John Wiley & Sons, New York, NY, USA, 2nd edition, 2006.
  24. L. Paninski, “Estimation of entropy and mutual information,” Neural Computation, vol. 15, no. 6, pp. 1191–1253, 2003. View at Publisher · View at Google Scholar
  25. M. S. Roulston, “Estimating the errors on measured entropy and mutual information,” Physica D, vol. 125, no. 3-4, pp. 285–294, 1999. View at Publisher · View at Google Scholar
  26. A. B. McCoy, Data-driven modelling approaches for network traffic reduction in distributed interactive applications, Ph.D. thesis, Department of Electronic Engineering, National University of Ireland, Maynooth, Maynooth, Ireland, 2007.
  27. B.-S. Lee, W. Cai, S. J. Turner, and L. Chen, “Adaptive dead reckoning algorithms for distributed interactive simulation,” International Journal of Simulation Systems, Science & Technology, vol. 1, pp. 21–34, 2000. View at Google Scholar
  28. D. Delaney and T. Ward, “A Java tool for exploring state estimation using the Kalman filter,” in Proceedings of IEEE Irish Signals and Systems Conference (ISSC '04), pp. 679–684, Belfast, Northern Ireland, June-July 2004.
  29. T. P. Duncan and D. Gračanin, “Pre-reckoning algorithm for distributed virtual environments,” in Proceedings of the 35th Winter Simulation Conference (WSC '03), vol. 2, pp. 1086–1093, New Orleans, La, USA, December 2003. View at Publisher · View at Google Scholar
  30. M. A. Bassiouni, M.-H. Chiu, M. Loper, M. Garnsey, and J. Williams, “Performance and reliability analysis of relevance filtering for scalable distributed interactive simulation,” ACM Transactions on Modeling and Computer Simulation, vol. 7, no. 3, pp. 293–331, 1997. View at Publisher · View at Google Scholar
  31. K. Chen and T. V. Ramabadran, “Near-lossless compression of medical images through entropy-coded DPCM,” IEEE Transactions on Medical Imaging, vol. 13, no. 3, pp. 538–548, 1994. View at Publisher · View at Google Scholar
  32. International Standard, ISO/IEC 11172, “Information technology—Generic Coding of Moving Pictures and Associated Audio: Systems,” 1994. View at Google Scholar