Presentation 2021-12-17
Improvement of delay reduction technology for fighting games using P2P communication
Satoshi Shochiku, Hiroshi Inai, Tsuyoshi Arai, Hideaki Wakabayashi,
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Abstract(in Japanese) (See Japanese page)
Abstract(in English) In recent years, fighting games have been played all over the world, and through the use of the Internet, it is possible to play against people from many different countries. In the past, most fighting games used input delays to synchronize inputs, but recently a technology called rollback networking is being used to predict input. The current rollback networking prediction assumes that the remote player's most recent input continues during the communication delay. However, with this kind of prediction, as the communication delay increases, the correctness of the prediction will decrease, resulting in severe frame drops. Therefore, we propose a method to improve the rollback networking by improving the correctness of the prediction based on past input. In this study, we simulated the proposed method and conventional rollback networking, and compared the correctness of the prediction. The results show that the proposed method has a higher percentage of correct predictions than the conventional method.
Keyword(in Japanese) (See Japanese page)
Keyword(in English) Fighting game / P2P communication / input delay / rollback networking / input prediction
Paper # IN2021-21
Date of Issue 2021-12-09 (IN)

Conference Information
Committee IN / IA
Conference Date 2021/12/16(2days)
Place (in Japanese) (See Japanese page)
Place (in English) Higashi-Senda campus, Hiroshima Univ.
Topics (in Japanese) (See Japanese page)
Topics (in English) Performance Analysis and Simulation, Robustness, Traffic and Throughput Measurement, Quality of Service (QoS) Control, Congestion Control, Overlay Network/P2P, IPv6, Multicast, Routing, DDoS, etc.
Chair Kenji Ishida(Hiroshima City Univ.) / Tomoki Yoshihisa(Osaka Univ.)
Vice Chair Kunio Hato(Internet Multifeed) / Toru Kondo(Hiroshima Univ.) / Yuichiro Hei(KDDI Research) / Hiroshi Yamamoto(Ritsumeikan Univ.)
Secretary Kunio Hato(NTT) / Toru Kondo(Univ. of Nagasaki) / Yuichiro Hei(Nagaoka Univ. of Tech.) / Hiroshi Yamamoto(KDDI Research)
Assistant / Daisuke Kotani(Kyoto Univ.) / Ryo Nakamurai(Fukuoka Univ.) / Daiki Nobayashi(Kyushu Inst. of Tech.)

Paper Information
Registration To Technical Committee on Information Networks / Technical Committee on Internet Architecture
Language JPN
Title (in Japanese) (See Japanese page)
Sub Title (in Japanese) (See Japanese page)
Title (in English) Improvement of delay reduction technology for fighting games using P2P communication
Sub Title (in English)
Keyword(1) Fighting game
Keyword(2) P2P communication
Keyword(3) input delay
Keyword(4) rollback networking
Keyword(5) input prediction
1st Author's Name Satoshi Shochiku
1st Author's Affiliation Okayama Prefectural University(Okayama Pref. Univ.)
2nd Author's Name Hiroshi Inai
2nd Author's Affiliation Okayama Prefectural University(Okayama Pref. Univ.)
3rd Author's Name Tsuyoshi Arai
3rd Author's Affiliation Okayama Prefectural University(Okayama Pref. Univ.)
4th Author's Name Hideaki Wakabayashi
4th Author's Affiliation Okayama Prefectural University(Okayama Pref. Univ.)
Date 2021-12-17
Paper # IN2021-21
Volume (vol) vol.121
Number (no) IN-299
Page pp.pp.17-21(IN),
#Pages 5
Date of Issue 2021-12-09 (IN)