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Lecture 2
Consistency
 18 January 2010




                   1
This Lecture:
Client/Server Architecture



                             2
states

Simulate            Collect Events
           events
 Game
                                     Game
  or                                 States

 Game                  Render
 States

                        Wait




                                              3
Three Related Topics:

      Consistency
Synchronization Protocol
    Event Ordering


                           4
Case 1: no delay. Can take the order in which
the events are generated and the order in which
the events are received as the consistent order.


    Player A

     Server


     Player B



                                                   5
Case 2: homogeneous delay. Which order
should the server take?



   Player A

   Server


   Player B



                                         6
Case 3: heterogeneous delay. Which order
should the server take?



   Player A

   Server


   Player B



                                           7
received-order delivery: Server executes the
events as they are received.


  Player A


  Server


  Player B



                                               8
Players see events in the same order (as long as
underlying network deliver messages in order.)


   Player A


    Server


   Player B



                                                   9
Is it fair to Player B?
What if the state is continuous?


  Player A


  Server


  Player B



                                   10
Suppose Player B aims and shoots at A. When
B’s message reaches the server, A already
moved away.

Did B hit A?

  Player A

                          ?
   Server


  Player B
                                              11
A
B
        Player




        Server




                 12
A
   B
                                 Player



RTT/2 later, server is notified



                                 Server




                                          13
Lag Compensation
       or
    Time Warp


                   14
Source Multuplayer Game Engine

                                 15
Server estimates the
latency between itself and
Player B.

Let the latency be t.


                             16
Server “rewinds” to t
seconds ago.



                        17
Server
(now - t)




 Server
 (now)




            18
Check if hit or miss.

Play forward to now.



                        19
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

                                                                        20
How to estimate
 one-way delay?



                  21
Measure RTT, take RTT/2



                     RTT
Player A


Server



                                     22
Server executes in the order of events received,
but on the state at the time events are generated
(approximately).

Does this always work?




Server




                                                    23
In received-order delivery, with/without lag
compensation, inconsistency may still arise. Some
operation might not be permitted by server.

     Player A


     Server
                                 “oops, can’t
                                 execute this
                                  anymore”

     Player B



                                                    24
Such architecture, where the server makes all the
decisions, is called permissible client/server
architecture.

                states

    Simulate             Collect Events
                events
     Game
                                            Game
       or                                   States

     Game                   Render
     States

                             Wait



                                                     25
Problem: decrease responsiveness

                  lag
 Player A


  Server


 Player B
                        lag

                                   26
Problem: unfair to player with higher latency

                    lag
  Player A


  Server


  Player B
                          lag

                                                27
Try: improve fairness by adding artificial delay
at the server. (longer delay for “closer” player)

What is the drawback of this method?
                        lag
   Player A


   Server


   Player B
                          lag
                                                    28
Try: Short circuiting -- execute action
immediately locally.

What is the drawback of this method?


  Player A


   Server


  Player B

                                          29
Recall: server is the authority and maintains
the correct states.


  Player A


  Server


  Player B



                                                30
We can fix the inconsistency later using the
states from the server.


  Player A


  Server


  Player B



                                              31
STATES



Simulate            Collect Events
           events
 Game
                                     Game
                    Simulate Game
  or                                 States

 Game                  Render
 States

                        Wait




                                              32
Slight delay in response might be OK. Idea:
introduce local lag -- wait for some time t
before update states.

  Player A


  Server


  Player B



                                              33
Effectively we are trading off responsiveness
with consistency.
                    lag
  Player A


   Server


  Player B



                                                34
Trade-off responsiveness
with consistency

Do first, fix later
(optimistic)

                           35
How responsive should the game be?

How consistent should the game be?

How to “fix later” ?



                                     36
User Studies: Effects of
 Network on Games


                           37
Goal: How much
network latency is
    tolerable?


                     38
Method: Analyze
game servers log for
  Quake III Arena


                       39
Frags/minutes

     3



                       References




     1


                  50                          400
not the actual graph
                                    Median Ping (ms)
                                                       40
Yes, latency does affect
       playability..


                           41
Question: what’s the
annoyance threshold?


                       42
Method: User studies
   using Unreal
 Tournament 2003


                       43
Clients
                   Add delay here




          Router          Server




                                    44
Game Activity:
 move and shoot


                  45
Movement Test:
Construct obstacle
     course


                     46
47
Over 200 users



                 48
Time to complete course (s)

   50



                            References




                  0                           400
                       Induced latency (ms)
not the actual graph
                                                    49
Perhaps UT 2003 is using short circuiting for
movement?


  Player A


  Server


  Player B



                                                50
Shooting Test:
Two players shooting at
  each other using
  precision weapon

                          51
Figure 4: Fully Zoomed Lightning Gun
                                       52
Hit Fraction

   0.5



                            References




   0.2


                  0                           300
                       Induced latency (ms)
not the actual graph
                                                    53
“latency as low as 100 ms were


                           ”
noticeable and latencies around
     200 ms were annoying



                                  54
Read the paper for
complete results.

Other conclusion: loss rate
up to 5% has no
measurable effects.

                              55
How responsive should the game be?

How consistent should the game be?

How to “fix later” ?



                                     56
Method: User Studies
  using Warcraft III


                       57
Game Activity:
build, explore, fight!


                        58
Finding: Players with
 larger delays see exactly
the same events as players
with smaller delays, only at
       a later time.

                               59
Possible communication architecture?


Player A


Server


Player B



                                        60
Finding: Latency of up to
800 ms has negligible effect
   on the outcome of
      Warcraft III.


                               61
Finding: Latency of up to
     500 ms can be
compensated by the players



                             62
Finding: Latencies
between 500 and 800 ms
degrade game experience.


                           63
Finding: Players that
 micro-manage units in
combat feel the latency
more than players who
        don’t.

                          64
Strategy is more
important in RTS games,
   not reaction time.


                          65
Q: How responsive and consistent
should the game be?

A: Depends on the
characteristics of game.



                                   66
Important:
understand user
 requirements


                  67
How responsive should the game be?

How consistent should the game be?

How to “fix later” ?



                                     68
We can fix the inconsistency later using the
states from the server.


  Player A


  Server


  Player B



                                              69
State: positions
Event: movements


                    70
Unreal Tournament’s
  lock-step predictor/
corrector algorithm for
   player’s movement

                          71
Player




Server




         72
Player


Player moves



               Server




                        73
Player


  Player updates server
“I am moving east at 5m/s”


                             Server




                                      74
Player


 RTT/2 later, server is notified
“Player A is moving east at 5m/s”


                                    Server




                                             75
Player


      Player might moves again



                                       Server

Server simulates player and updates player
         “You are here at time t”
                                                76
Player

RTT/2 later, player learns its actual position
          sometime in the past.




                                                  77
Player

Player re-executes its moves to find
      its proper position now.




                                           78
Convergence



              79
If no convergence is used, player updates its position
immediately -- in effect teleporting to the correct
position, causing visual disruption.




               (zero order convergence)


                                                         80
If no convergence is used, player updates its position
immediately -- in effect teleporting to the correct
position, causing visual disruption.




               (zero order convergence)


                                                         81
Convergence allows player to move to the correct
position smoothly. First pick a convergence period t,
and compute the correct position after time t.




                                                        82
Convergence allows player to move to the correct
position smoothly. First compute the correct position
after time t.




                                                        83
Move to that position in a straight line.




         (linear convergence)


                                            84
Curve fitting techniques can be used
       for smoother curves.




                                      85
Visual disruption can still occur with convergence.




                                                      86
Recall: With short-circuit, we may need to fix
inconsistency later using the server states.


  Player A


  Server


  Player B

                   Inconsistent
                                                87
Can we fix all
inconsistency?


                 88
A shoots B, B killed     B shoots C

Player A


Server


Player B

           B shoots C, C killed


                                       89
“                   ”
A dead man that shoots



                         90
Short-circuiting not
suitable for all cases.

Besides, important events
like “hit” should be
decided by the server.

                            91
B shot &
         A shoots B     killed C
                                       kills B
Player A


Server


Player B

           B shoots C            killed by A
                      C killed
                                                 92
Games can use audio/visual
tricks to hide the latency
between shooting and
hitting.


                             93
Responsive
Consistent
Cheat-Free
   Fair
  Scalable
  Efficient
  Robust
  Simple
             94

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