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Exploring the Spatial Density of Strategy Models in a Realistic Distributed Interactive Application

Abstract

As Distributed Interactive Applications (DIAs) become increasingly more prominent in the video game industry they must scale to accommodate progressively more users and maintain a globally consistent worldview. However, network constraints, such as bandwidth, limit the amount of communication allowed between users. Several methods of reducing network communication packets, while maintaining consistency, exist. These include dead reckoning and the hybrid strategy-based modelling approach. This latter method combines a short-term model such as dead reckoning with a long-term strategy model of user behaviour. By employing the strategy that most closely represents user behaviour, a reduction in the number of network packets that must be transmitted to maintain consistency has been shown. In this paper a novel method for constructing multiple long-term strategies using dead reckoning and polygons is described. Furthermore the algorithms are implemented in an industry-proven game engine known as Torque. A series of experiments are executed to investigate the effects of varying the spatial density of strategy models on the number of packets that need to be transmitted to maintain the global consistency of the DIA. The results show that increasing the spatial density of strategy models allows a higher consistency to be achieved with fewer packets using the hybrid strategy-based model than with pure dead reckoning. In some cases, the hybrid strategy-based model completely replaces dead reckoning as a means of communicating updates.

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Exploring the Spatial Density of Strategy Models in a Realistic Distributed Interactive Application

Author: Marshall, D,Delaney, Declan,McLoone, Seamus,Ward, Tomas E.
Publisher: IEEE - Institute of Electrical Engineers
Year: 2004
Source: https://mural.maynoothuniversity.ie/id/eprint/284/1/Paper06_DSRT_2004.pdf
Explo ing he Spa ial Densi y o S a egy Models in a Realis ic Dis ibu ed
In e ac i e Applica ion
Damien Ma shall, Declan Delaney
Depa men o Compu e Science,
Na ional Uni e si y o I eland, Maynoo h,
Co. Kilda e, Republic o I eland.
E-mail:{damienm, decland}@cs.may.ie
Seamus McLoone, Tomas Wa d
Depa men o Elec onic Enginee ing,
Na ional Uni e si y o I eland, Maynoo h,
Co. Kilda e, Republic o I eland.
E-mail: {seamus.mcloone, omas.wa d}@eeng.may.ie
Abs ac
As Dis ibu ed In e ac i e Applica ions (DIAs) become
inc easingly mo e p ominen in he ideo game indus y
hey mus scale o accommoda e p og essi ely mo e use s
and main ain a globally consis en wo ld iew. Howe e ,
ne wo k cons ain s, such as bandwid h, limi he amoun
o communica ion allowed be ween use s. Se e al
me hods o educing ne wo k communica ion packe s,
while main aining consis ency, exis . These include dead
eckoning and he hyb id s a egy-based modelling
app oach. This la e me hod combines a sho - e m
model such as dead eckoning wi h a long- e m s a egy
model o use beha iou . By employing he s a egy ha
mos closely ep esen s use beha iou , a educ ion in he
numbe o ne wo k packe s ha mus be ansmi ed o
main ain consis ency has been shown. In his pape a
no el me hod o cons uc ing mul iple long- e m
s a egies using dead eckoning and polygons is
desc ibed. Fu he mo e he algo i hms a e implemen ed
in an indus y-p o en game engine known as To que. A
se ies o expe imen s a e execu ed o in es iga e he
e ec s o a ying he spa ial densi y o s a egy models on
he numbe o packe s ha need o be ansmi ed o
main ain he global consis ency o he DIA. The esul s
show ha inc easing he spa ial densi y o s a egy
models allows a highe consis ency o be achie ed wi h
ewe packe s using he hyb id s a egy-based model han
wi h pu e dead eckoning. In some cases, he hyb id
s a egy-based model comple ely eplaces dead eckoning
as a means o communica ing upda es.
1. In oduc ion
Dis ibu ed compu e games a e becoming one o he
mo e impo an ace s o an al eady bu geoning games
indus y. Such games pe ain o a class o compu e
applica ion known as Dis ibu ed In e ac i e Applica ions
(DIAs), and can in ol e ens o housands o simul aneous
playe s in e ac ing in a simula ed en i onmen . Gi en he
scale o DIAs, he olume o da a ansmi ed can be
conside able, o example, E e ques [1]. As he
complexi y o he DIAs inc eases and he numbe o
concu en use s mul iplies, he applica ion and
connec ing ne wo k mus be able o scale wi hou losing
he eal- ime expe ience o pa icipa ing in a sha ed
en i onmen [2]. This abili y o scale is inhe en ly linked
o he numbe o ne wo k packe s ha need o be
ansmi ed be ween pa icipan s o main ain a consis en
global wo ld iew o he DIA. Se e al echniques exis o
educe he quan i y o ne wo k a ic, including ele ance
il e ing, comp ession and dead eckoning [3, 4].
Dead eckoning uses a sho - e m model o p edic
en i y dynamics. Howe e , i does no ake a p io i
in o ma ion ega ding en i y beha iou in ela ion o an
objec i e o goal in o accoun . In con as he ecen ly
p oposed hyb id s a egy-based modelling app oach
combines a sho - e m dead eckoning model wi h a long-
e m s a egy model [5]. Using his app oach a educ ion
in he numbe o packe s ha a e equi ed o main ain
global consis ency has been demons a ed compa ed o
using dead eckoning alone. These esul s we e based on
a es ic ed wo-dimensional es en i onmen ha se ed
o p o e he concep bu did no allow he expe imen s o
scale o la ge numbe s o s a egy models. The long- e m
s a egy models hemsel es we e cons uc ed using isual
heu is ics. S a egy models can be o wo ypes: an
explo a o y o ansien s a egy ha use s employ when
hey a e un amilia wi h he en i onmen and a s eady-
s a e s a egy, which co esponds o a p e e ed way o
sa is y he use goal in he en i onmen .
He e, a no el implemen a ion o he s a egy model
echnique in an indus y-p o en game engine called
To que is p esen ed [6]. This me hod builds on p e ious
wo k by acili a ing he cons uc ion o an a bi a y
numbe o s a egy models. Fu he mo e, simula ion
esul s a e p esen ed o expe imen s ea u ing a a ying
spa ial densi y o s a egy models using his new es
en i onmen . The esul s show ha as he numbe o
models inc eases, he e is a dec ease in he numbe o
packe s equi ed in o de o main ain consis ency in he
DIA. An op imum numbe o hese models exis o
s eady-s a e ajec o ies, abo e which no u he packe
educ ion is ob ained. The ac ual alue i sel will a y
om applica ion o applica ion.
2. Implemen ing he Hyb id S a egy-Based
Model
One o he key di icul ies wi h he hyb id s a egy-
based model app oach is he de e mina ion o he s a egy
models. To da e, ac ual use da a has been eco ded in a
limi ed game-like en i onmen and a ep esen a i e s eady
s a e s a egy was chosen based on a isual analysis o
ac ual use s eady-s a e ajec o ies[5].
He e, a no el app oach based on dead eckoning is
p oposed. When dead eckoning is employed, he e o
h eshold is always exceeded a ce ain key a eas. By
eco ding he poin s whe e he dead eckoning h eshold is
exceeded by his use , a se o poin s is ob ained ha
p o ides an a e age piecewise linea model o a use ’s
ajec o y – see Figu e 1.
The piecewise linea model is hen combined wi h he
e o h eshold alues which de ines bands on bo h sides
o he model o desc ibe a polygon shape known as a
“s a egy polygon”. An en i y loca ed wi hin he s a egy
polygon is deemed o be ollowing ha pa icula s a egy.
The i s s ep in he c ea ion o he s a egy polygon is
he de ini ion o he polygon edges. Each edge consis s o
a line pa allel o a segmen o he piecewise linea cu e.
The dis ance be ween an edge and he app op ia e
segmen o he cu e is he equi ed e o h eshold – see
Figu e 2a. Nex , he end poin s o he segmen s need o be
joined so as o p o ide a closed polygon. I his is
implemen ed inco ec ly, he esul ing polygon could be
dis o ed, leading o e oneous assump ions abou he
en i y’s beha iou . Again, see Figu e 2a.
The p oblem is a oided by conside ing wo con iguous
segmen s o he piecewise linea cu e in o de o de ine
he s a egy polygon e ices. The pa allel segmen s a e
c ea ed as de ailed abo e. Howe e , he e ices o he
s a egy polygon a e gi en by he loca ions whe e he
newly gene a ed pa allel segmen s in e sec . Examples o
such in e sec ions a e de ailed in Figu e 2b. Repea ed
applica ion o his echnique o all he segmen s o he
piecewise linea cu e esul s in a g oup o e ices ha
desc ibes he s a egy polygon.
This p ocess can be used in o de o de ine mul iple
s a egy models. Ini ially, he equi ed numbe o
s a egies is c ea ed. Fo he pu poses o his pape , he
newly c ea ed s a egies a e always pa allel o ha o he
o iginal piecewise linea cu e. The e o e, he p ocess by
which he polygon edges a e c ea ed can be used o de ine
each indi idual s a egy. The pa allel dis ance be ween
each cu e is he equi ed dis ance be ween s a egies as
de ailed in Figu e 3.
Nex , each cu e is con e ed in o a ull s a egy
polygon, using he equi ed e o h eshold. This h eshold
is always se o a alue g ea e han hal he dis ance
be ween s a egies in o de o p o ide an o e lap be ween
models, and he e o e a oid unnecessa y upda es due o
excessi e swi ching be ween models.
Wi h mul iple models, i becomes impo an o
de e mine which model, i any, he en i y’s cu en
posi ion esides in. The ‘poin con ainmen es ’ is used o
do his [7]. This es is used ex ensi ely in compu e
games in a p ocess known as polygon illing [8]. I wo ks
by ex ending a ho izon al line om he cu en en i y
posi ion and coun ing he numbe o in e sec ions be ween
his line and he edges o he polygon. An odd numbe o
in e sec ions indica es ha he posi ion is inside he
polygon. O he wise he posi ion is ou side i . The
E o Th eshold
Dis ance be ween
s a egies
Figu e 1 A sample piecewise linea model.
Dead Reckoning
Upda es
Use T ajec o y
Piecewise linea
cu e
Y- axis
X- axis
Figu e 3 Mul iple hyb id s a egy-based models
Figu e 2(a) Dis o ion can occu when c ea ing he
s a egy polygon (b) The polygon dis o ion is esol ed
using he in e sec ion poin s o pa allel segmen s
Piecewise Linea
Cu e
S a egy Polygon
Edge
In e sec ion
Poin
E o
Th eshold
(a) (b)
a
b
c
O e lap
be ween
s a egies
Piecewise
linea cu es
decision o make he swi ch be ween models is aken when
an upda e om he cu en ly employed model is equi ed.
The s a egy model app oach was implemen ed in
To que using he algo i hms desc ibed in his sec ion,
along wi h a i s o de dead- eckoning algo i hm. The
engine was also modi ied so ha use ajec o ies could be
eco ded and s eady s a e s a egies iden i ied. The
ollowing sec ion de ails he expe imen s pe o med using
hese models.
3. Expe imen al Simula ions
The expe imen al es pla o m was implemen ed using
he To que game engine and a ull clien -se e
a chi ec u e was employed. Each simula ion was ca ied
ou in a game en i onmen ha consis ed o a unique ou e
om a s a o a a ge posi ion. These posi ions emained
in a ian h oughou . The use ’ s goal was o na iga e om
he s a o he a ge posi ion in he sho es ime possible
[6]. The applica ion simula ed he numbe o packe s
ansmi ed in o de o main ain global consis ency wi hin
a ce ain h eshold e o ole ance. The e o h esholds
and sepa a ion dis ance be ween he s a egies is de ined
in To que game uni s. Each game uni co esponds o a
me e in dis ance wi hin he i ual en i onmen .
The i s se o expe imen s measu ed he numbe o
packe s ansmi ed as he numbe o s a egies was
inc eased and a cons an e o h eshold was main ained.
The second g oup o expe imen s ocused on inc easing
he densi y o s a egies wi hin he same a ea o he
en i onmen . This was achie ed by beginning wi h a
single s a egy wi h a la ge e o h eshold. This de ined
he a ea, and encompassed all eco ded use ajec o ies.
The e o h eshold was hen dec eased and he numbe o
s a egies inc eased so ha he s a egy models always
co e ed he same a ea.
A o al o six subjec s pa icipa ed in he expe imen s.
All use ajec o ies we e eco ded. The applica ion hen
employed his da a o simula e he gene a ion o upda e
packe s unde a ious expe imen al condi ions. The
simula ed en i y na iga ed he es le el using he
posi ional da a eco ded om each pa icipan . When he
a ge posi ion was eached, he ollowing da a was
eco ded o disk: ype o upda e, he posi ion whe e he
upda e occu ed, he o al numbe o upda es ansmi ed
o ha a emp , he ac ual en i y posi ion, he modelled
posi ion and he s a egy polygon e ices.
4. Resul s
He e, esul s a e p esen ed o he wo se s o
expe imen s ou lined in he p e ious sec ion. In all
expe imen s, bo h he Hyb id S a egy-Based Model (H),
and Dead Reckoning (D), a e conside ed. In e e y case,
U
n
deno es a es use
.
4.1 Cons an E o Th eshold
As discussed in sec ion 3, he i s se o expe imen s
concen a ed on he compa ison o pu e dead eckoning
wi h he hyb id s a egy-based model app oach as he
numbe o s a egies inc eased and he e o h eshold was
main ained cons an . Table 1 de ails esul s om wo es
use s who a e ep esen a i e o all use s. In his case an
e o h eshold o 6 game uni s o bo h dead eckoning
and he s a egy model, and a dis ance o 9 game uni s
be ween s a egies, is employed.
F om his able we can see ha as he use con e ges o
a s eady s a e ajec o y, he e is a signi ican educ ion in
packe s when compa ed o pu e dead eckoning. We can
also no e a educ ion in packe s sen as he numbe o
a ailable models inc eases. When a use i s en e s he
en i onmen , as exempli ied in ial a emp s 1 and 2 o
bo h use s, hey a e ollowing an explo a o y o ansien
ajec o y. In hese cases, he use is explo ing he
en i onmen , and dead eckoning is used ex ensi ely.
Wi h he ansien ajec o ies, as he numbe o models
inc eases, he numbe o s a egy packe s also inc eases.
This occu s because he e a e mo e models a ailable and
he e is inc eased likelihood ha he en i y will c oss back
and o h ac oss hem in ge ing o know he en i onmen
and accomplish he goal.
Once he use has become mo e amilia wi h he es
le el, as seen in ial 3, ajec o ies close o ha o he
s eady s a e s a egy a e adop ed. This leads o a no able
educ ion in upda es, and o e all be e pe o mance om
he hyb id model in compa ison o dead eckoning. When
a s eady s a e ajec o y is adop ed, he addi ion o models
abo e a ce ain quan i y has li le o no e ec on packe
upda e a es. In hese cases, he op imum numbe o
models o ha ajec o y has been ound. This can be
seen in ials 4 and 5 in bo h ables, whe e minimal packe
educ ion is no ed a e he use o 3 s a egy models. In he
inal a emp s o bo h use s dead eckoning is made
comple ely edundan .
A se ies o expe imen s we e also conduc ed ea u ing
an e o h eshold o 9 game uni s, and a dis ance o 12
T ial DR 1 Model 3 Models 5 Models
U1 U2 U1 U2 U1 U2 U1 U2
D D H H H H H H
1 20 30 16 28 16 29 16 31
2 17 30 11 28 12 29 12 31
3 12 19 9 17 5 16 5 15
4 12 11 6 8 5 9 5 10
5 12 12 5 1 5 1 5 1
Table 1 E o Th eshold 6 S a egy Wid h 9
game uni s be ween s a egies. Resul s simila o ha o
able 1 we e no ed. Due o space es ic ions, howe e ,
hey a e no p esen ed he e.
4.2 Va iable E o Th eshold
The nex se o esul s ocuses on an inc easing spa ial
densi y o s a egy models – see Table 2. In his case, we
ini ially s a wi h a single la ge model wi h an e o
h eshold o 36, and p og essi ely inc ease he numbe o
models ound wi hin he a ea occupied by ha model.
Table 2 ein o ces he ac ha he hyb id s a egy-
based model pe o ms be e han pu e dead eckoning.
As would be expec ed, he numbe o pu e dead eckoning
packe s inc eases as he e o h eshold dec eases. A
leas one packe will be equi ed ega dless o he model
used; ials 4 and 5 indica e his o he hyb id model. The
packe ansmi ed in hese ials e e s o he long- e m
s a egy model.
In ial 2 o Table 2, we can see ha , as he h eshold
dec eases, an inc ease in he spa ial densi y o models
occu s, and swi ching be ween s a egies becomes mo e
likely. This accoun s o he inc easing numbe o packe s
as he densi y o models inc eases.
The esul s indica e ha when a single model is used i
co e s all s eady-s a e ajec o ies as shown by he single
packe ansmi ed in ials 3 o 5 in Table 2. Howe e ,
he h eshold is e y high and consequen ly consis ency is
low. By inc easing he numbe o models wi hin he same
space, he alue o he h eshold dec eases wi hou
incu ing a signi ican inc ease in packe s sen . T ials 4
and 5 clea ly illus a e his. A igh e h eshold p o ides
g ea e consis ency. This is a clea illus a ion o he
consis ency- h oughpu adeo [4].
6. Conclusions and Fu u e Wo k
In his pape we ha e desc ibed a no el me hod o
cons uc ing mul iple use s a egies using dead eckoning
and polygons in a ealis ic DIA known as To que. This
was ca ied ou in o de o p o ide a eal wo ld
implemen a ion o he hyb id s a egy-based model, and o
es he e ec s o a ying spa ial densi y on he amoun o
packe s needed o main ain consis ency o a DIA.
Using his app oach, we ha e shown ha he hyb id
s a egy-based model pe o ms be e han pu e dead
eckoning. As he numbe o models inc eases, he e is a
educ ion in he numbe o packe s needed o s eady s a e
ajec o ies. In hese cases, an inc ease in he numbe o
models abo e a ce ain quan i y has a negligible e ec on
packe educ ion. The poin a which his occu s is he
op imum numbe o models. The ac ual op imum alue
will a y wi h he applica ion and he ou e ep esen ed by
he s eady s a e s a egy.
An inc ease in he densi y o s a egies in one a ea
esul s in he minimisa ion o dead eckoning packe s.
When he ajec o ies ha e con e ged o a s eady s a e, he
hyb id s a egy-based model can p o ide inc eased
consis ency using ewe packe s han dead eckoning
alone.
Fu u e wo k will in ol e he examina ion o he
psycho-pe cep ual e ec s o la ency on use s o
Dis ibu ed In e ac i e Applica ions o es ablish c i e ia
o choosing e o h eshold alues.
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T ial 1 Model 3 Models 5 Models
D H D H D H
1 10 6 20 10 24 16
2 8 8 16 14 18 18
3 5 1 11 5 15 7
4 5 1 8 3 11 5
5 4 1 6 1 9 1
Table 2 Va iable E o Th eshold Resul s o 1 Use