332 research outputs found
A Stochastic Model of Plausibility in Live-Virtual-Constructive Environments
Distributed live-virtual-constructive simulation promises a number of benefits for the test and evaluation community, including reduced costs, access to simulations of limited availability assets, the ability to conduct large-scale multi-service test events, and recapitalization of existing simulation investments. However, geographically distributed systems are subject to fundamental state consistency limitations that make assessing the data quality of live-virtual-constructive experiments difficult. This research presents a data quality model based on the notion of plausible interaction outcomes. This model explicitly accounts for the lack of absolute state consistency in distributed real-time systems and offers system designers a means of estimating data quality and fitness for purpose. Experiments with World of Warcraft player trace data validate the plausibility model and exceedance probability estimates. Additional experiments with synthetic data illustrate the model\u27s use in ensuring fitness for purpose of live-virtual-constructive simulations and estimating the quality of data obtained from live-virtual-constructive experiments
Dealing with the Effect of Path Curvature on Consistency of Dead Reckoned Paths in Networked Virtual Environments
Several techniques exist which reduce network bandwidth
consumption and thus limit the effects of network latency
in networked virtual environments. Dead reckoning is one
such technique that has been widely adopted for use with
dynamic entities. However, in previous work we have
shown that the use of a spatial threshold alone in dead
reckoning can result in unbounded absolute inconsistency.
A novel hybrid threshold was proposed that combined a
spatial threshold together with an absolute consistency
metric to impose an upper bound on absolute inconsistency
under all circumstances. This was verified through a
simulation of typical movement in a computer racing game.
This paper extends this work by investigating the problem
in more detail and verifying the hybrid threshold solution in
live trials across the Internet. In particular the relationship
between curvature of movement and absolute consistency
is explored. The experimental trials allow a comparative
analysis of how users behave when different threshold
types are used under varying degrees of curvature. This
work provides further justification for the use of a hybrid
threshold approach when dead reckoning is employed in
networked virtual environments
Formalizing a Framework for Dynamic Hybrid Strategy Models in Distributed Interactive Applications
Predictive contract mechanisms such as dead reckoning are widely
employed to support scalable remote entity modelling in Distributed
Interactive Applications (DIAs). By employing a form of controlled
inconsistency, a reduction in network traffic is achieved. Previously,
we have proposed the Dynamic Hybrid Strategy Model (DHSM) as
an extension to the concept of dead reckoning that adaptively selects
extrapolation models based on the use of local performance criteria.
In this paper, we formalize the notion of the DHSM as a generalized
framework for network traffic reduction in DIAs, alongside a set of
consistency metrics for use as local performance criteria
On Consistency and Network Latency in Distributed Interactive Applications: A Survey—Part I
This paper is the first part of a two-part paper that documents a detailed survey
of the research carried out on consistency and latency in distributed interactive applications
(DIAs) in recent decades. Part I reviews the terminology associated with DIAs and offers
definitions for consistency and latency. Related issues such as jitter and fidelity are also
discussed. Furthermore, the various consistency maintenance mechanisms that researchers
have used to improve consistency and reduce latency effects are considered. These
mechanisms are grouped into one of three categories, namely time management,
Information management and system architectural management. This paper presents the
techniques associated with the time management category. Examples of such mechanisms
include time warp, lock step synchronisation and predictive time management. The
remaining two categories are presented in part two of the survey
Exploring the Effect of Curvature on the Consistency of Dead Reckoned Paths for Different Error Threshold Metrics
Dead reckoning is widely employed as an entity update
packet reduction technique in Distributed Interactive
Applications (DIAs). Such techniques reduce network
bandwidth consumption and thus limit the effects of
network latency on the consistency of networked
simulations. A key component of the dead reckoning
method is the underlying error threshold metric, as this
directly determines when an entity update packet is to
be sent between local and remote users. The most
common metric is the spatial threshold, which is simply
based on the distance between a local user’s actual
position and their predicted position. Other, recently
proposed, metrics include the time-space threshold and
the hybrid threshold, both of which are summarised
within. This paper investigates the issue of user
movement in relation to dead reckoning and each of
the threshold metrics. In particular the relationship
between the curvature of movement, the various
threshold metrics and absolute consistency is studied.
Experimental live trials across the Internet allow a
comparative analysis of how users behave when
different threshold metrics are used with varying
degrees of curvature. The presented results provide
justification for the use of a hybrid threshold approach
when dead reckoning is employed in DIAs
Examining the Effects of Time-Space Measures on the Hybrid Strategy Model in Networked Virtual Environments
Scalability is an important issue in the design of networked virtual environments (NVEs). In order to achieve scalability, it is essential to minimise the network traffic required to maintain overall consistency in the NVE. A popular method of achieving this is via entity behaviour prediction mechanisms, such as dead reckoning and the hybrid strategy model (HSM). Typically, the performance of such mechanisms is rated by the number of network packets they generate. However, it is also important that their impact on overall consistency is investigated. Absolute consistency is the degree to which different views of a NVE on remote hosts correspond. In previous work, it was shown that the use of a spatial threshold with dead reckoning can result in unbounded local absolute consistency. A solution that employed a time-space error threshold measure was shown to remedy this issue. In this paper, the scope of the time-space measure is extended to include the HSM. It is shown how the HSM can also result in unbounded local absolute inconsistency. A solution that once again incorporates the time-space threshold is examined. However, this approach results in a significant increase in network traffic. To resolve this, a novel extension to the HSM algorithm is presented, which is demonstrated to reduce network traffic, whilst still maintaining a low level of local absolute inconsistency
Network traffic analysis and evaluation of a multi-user virtual environment
Virtual world applications allow users to interact within a simulated world. Network responsiveness and reliability contribute to the user experience, thus being able to model and reproduce certain network scenarios is a key issue to assure proper user experience and for being able to provide an estimation of the required network resources. The present study aims to model the client network traffic for the virtual world application Open Wonderland as the basis to tools for evaluating its network requirements. A micro scale modelling was performed, studying the outgoing network traffic from a black box approach that omits the details of traffic generation of the subcomponents and focuses on their overall combined traffic. The model obtained provides high goodness of fit for audio and object synchronisation traffic, reflected in a Pearson correlation coefficient close to its maximum value and low deviation figures measured by Root Mean Square Deviation.Ministerio de Ciencia e innovación IPT-2011-1038-900000Ministerio de Ciencia e innovación TEC2009-10639-C04-0
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