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Real Time Strategy (Games)

Submission + - Reducing MMOG Lag Time with Neuro-Reckoning

Hugh Pickens writes: "MIT Technology Review has an article on the problem of lag time in massively multiplayer online games when a player's computer can't keep up with changes in a shared online world. Games like Quake use a technique called dead reckoning where each player's computer runs a low-fidelity simulation of what's going on in the game while the main computer runs a high-fidelity version that keeps precise track of the player's actions and position. Traditional dead-reckoning systems assume that a game character will maintain the velocity and direction that it has at the moment an update is sent to the main computer and works best for movement and shooting, and less well for actions such as interacting with objects or with other players. A new technique called neuro-reckoning improves the process by installing a neural network in each player's computer for predicting fast, jerky, erratic movements."

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