Multiplayer Online Action Games
摘要
This chapter presents a case study on applying the decomposable single-metric multi-control formulation of online RIMAs to schedule actions in multiplayer online action games (MOAGs). Our goal is to maintain consistent and correct operations while minimizing the perception of network latencies. We develop methods to address three key problems related to ordering actions: maintaining strong consistency without action reordering, resolving the blank-period problem, and resolving the combined reordering and blank-period problems. In solving these problems, we find that minor adjustments in an action duration are not perceivable as long as their duration is comparable to the network round-trip time. We propose three controls, utilizing the local lag and two local perception filters, to optimize the composite perceptual quality. We further develop efficient constraint-satisfaction algorithms to find satisfiable control assignments when the number of dependable controls is large. By using the property that players are more sensitive to the most prominent delay effect, we show that the optimal operating point occurs when the \({p_{\mathrm {note}}}\) of the individual control adjustments are equal. We evaluate the approach using the open-source online shooting game BZFlag and demonstrate that the composite quality is significantly better when compared to applying each control in isolation.