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A Taxonomy of Peer-Reviewed Latency Compensation Papers

Latency Compensation Taxonomy

SpeculativeExecutionLatency CompensationWorldAdjustmentControlAssistanceTimeWarp Latency ConcealmentPredictionSelf-PredictionOtherPredictionInterpolationExtrapolationTimeDelayIncomingDelayFeedbackLatencyExposureTimeManipulationAttributeScalingClientEitherServerOutgoingDelay

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Extrapolation

Extrapolation predicts future states for objects controlled by other players assuming current behaviors continue. For example, the position of a vehicle can be extrapolated to a future location based on its last known position and kinematic state (velocity, acceleration, orientation, and angular velocity).

The below figure depicts an example of extrapolation. At the left at time t0, the client display renders the known state of the game world at that time. In the middle at time t1, the state of the world has been updated by the server and the client displays the green avatar's new position, moving to the right. At the right at time t2, the client has not (yet) gotten an update on the world state, but can extrapolate the position of the green avatar based on the last known position at time t1 and the avatar's velocity. The client then renders this predicted state.

Peer-reviewed Papers

  1. W. Dean McCarty, Steven Sheasby, Philip Amburn, Martin Stytz and Chip Switzer, 1994. A Virtual Cockpit for a Distributed Interactive Simulation

  2. Wentong Cai, Francis Lee and Lihui Chen, 1999. An Auto-adaptive Dead Reckoning Algorithm for Distributed Interactive Simulation

  3. Christophe Diot and Laurent Gautier, 1999. A Distributed Architecture for Multiplayer Interactive Applications on the Internet

  4. Ivan Vaghi, Chris Greenhalgh and Steve Benford, 1999. Coping with Inconsistency Due to Network Delays in Collaborative Virtual Environments

  5. Martin Mauve, 2000. How to Keep a Dead Man from Shooting

  6. Martin Mauve, 2000. Consistency in Replicated Continuous Interactive Media

  7. Seok-Jong Yu and Yoon-Chul Choy, 2001. A Dynamic Message Filtering Technique for 3D Cyberspaces

  8. Jorg Schirra, 2001. Content-based Reckoning for Internet Games

  9. Jouni Smed, Timo Kaukoranta and Harri Hakonen, 2002. Aspects of Networking in Multiplayer Computer Games

  10. Lothar Pantel and Lars Wolf, 2002. On the Suitability of Dead Reckoning Schemes for Games

  11. Eric Cronin, Burton Filstrup and Sugih Jamin, 2003. Cheat-Proofing Dead Reckoned Multiplayer Games

  12. Thomas Duncan and Denis Gracanin, 2003. Pre-reckoning Algorithm for Distributed Virtual Environments

  13. Carl Gutwin, Jeff Dyck and Jennifer Burkitt, 2003. Using Cursor Prediction to Smooth Telepointer Jitter

  14. Sudhir Aggarwal, Hemant Banavar Amit Khandelwal, Sarit Mukherjee, Sampath Rangarajan, 2004. Accuracy in Dead Reckoning Based Distributed Multi-Player Games

  15. Greger Wikstrand, Lennart Schedin and Fredrik Elg, 2004. High and Low Ping and the Game of Pong- Effects of Delay and Feedback

  16. Mao-Jun Zhang and Nicolas Georganas, 2004. An Orientation Update Message Filtering Algorithm in Collaborative Virtual Environments

  17. Sudhir Aggarwal, Hemant Banavar, Sarit Mukherjee, Sampath Rangarajan, 2005. Fairness in Dead-reckoning Based Distributed Multi-player Games

  18. Gabriel Shelley and Michael Katchabaw, 2005. Patterns of Optimism for Reducing the Effects of Latency in Networked Multiplayer Games

  19. Jeremy Brun, Farzad Safaei, Paul Boustead, 2006. Managing Latency and Fairness in Networked Games

  20. Xinbo Jiang, Farzad Safaei and Paul Boustead, 2006. Latency and Scalability: A Survey of Issues and Techniques for Supporting Networked Games

  21. Yi Zhang, Ling Chen and Gencai Chen, 2006. Globally Synchronized Dead-Reckoning with Local Lag for Continuous Distributed Multiplayer Games

  22. Shaolong Li and Changja Chen, 2006. Interest Scheme: A New Method for Path Prediction

  23. Wladimir Palant, Carsten Griwodz, and Paal Halvorsen, 2006. Evaluating Dead Reckoning Variations with a Multi-player Game Simulator

  24. Dai Hanawa and Tatsuhiro Yonekura, 2006. A Proposal of Dead Reckoning Protocol in Distributed Virtual Environment based on the Taylor Expansion

  25. Shaolong Li, Changja Chen and Lei Li , 2007. A Method of Using Personal Habits for Path Prediction in Network Games

  26. Shaolong Li, Changja Chen and Lei Li, 2008. A New Method for Path Prediction in Network Games

  27. Dave Roberts, Damien Marshall, Seamus McLoone, Declan Delaney, Tomas Ward and Rob Aspin, 2008. Bounding Inconsistency Using a Novel Threshold Metric for Dead Reckoning Update Packet Generation

  28. Naoki Ishii, Yutaka Ishibashi and Shinji Sugawara, 2009. Enhancement of Adaptive Delta-Causality Control with Adaptive Dead-reckoning for Multiplayer Online Games

  29. Cheryl Savery, T.C. Nicholas Graham and Carl Gutwin, 2010. The Human Factors of Consistency Maintenance in Multiplayer Computer Games

  30. Yusuke Hara, Yutaka Ishibashi, Norishige Fukushima, and Shinji Sugawara, 2012. Adaptive Delta-Causality Control Scheme with Dynamic Control of Prediction Time in Networked Haptic Game

  31. Vasily Kharitonov, 2012. Motion-Aware Adaptive Dead Reckoning Algorithm for Collaborative Virtual Environments

  32. Yuji Kusunose, Yutaka Ishibashi, Norishige Fukushima, and Shinji Sugawara, 2012. Adaptive Delta-Causality Control with Prediction in Networked Real-Time Game Using Haptic Media

  33. Cheryl Savery, T.C. Nicholas Graham, 2013. Timelines: Simplifying the Programming of Lag Compensation for the Next Generation of Networked Games

  34. Amir Yahyavi, Kevin Huguenin and Bettina Kemme, 2013. Interest Modeling in Games: the Case of Dead Reckoning

  35. Cheryl Savery, T.C. Nicholas Graham, Carl Gutwin and Michelle Brown, 2014. The Effects of Consistency Maintenance Methods on Player Experience and Performance in Networked Games

  36. Iryanto Jaya, Elvis S. Liu and Youfu Chen, 2016. Combining Interest Management and Dead Reckoning: A Hybrid Approach for Efficient Data Distribution in Multiplayer Online Games

  37. Chen Gao, Haifeng Shen and Ali Babar, 2016. Concealing Jitter in Multi-Player Online Games through Predictive Behaviour Modeling

  38. Luis Fernando Kawabata de Almeida and Alan Salvany Felinto, 2018. Evaluation of the Motion-Aware Adaptive Dead Reckoning Technique Under Different Network Latencies Applied in Multiplayer Games

  39. Youfu Chen and Elvis S. Liu, 2018. Comparing Dead Reckoning Algorithms for Distributed Car Simulations

  40. Elias Duarte, Aurora Pozo and Pamela Beltrani, 2020. Smart Reckoning: Reducing the Traffic of Online Multiplayer Games using Machine Learning for Movement Prediction

  41. Takato Motoo, Jiei Kawasaki, Takuya Fujihashi, Shunsuke Saruwatari and Takashi Watanabe, 2021. Client-Side Network Delay Compensation for Online Shooting Games

Commercial

  1. Paul Bettner and Mark Terrano, 2001. 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond

  2. Yahn Bernier, 2001. Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization

  3. David Aldbridge, 2011. I Shot You First: Networking the Gameplay of Halo:Reach

  4. Tony Cannon, 2012. Fight the Lag! The Trick Behind GGPO's Low-latency Netcode

  5. Tim Ford and Philip Orwig, 2016. Developer Update - Let's Talk Netcode

  6. Neema Teymory, 2016. Why Making Multiplayer Games is Hard: Lag Compensating Weapons in MechWarrior Online

  7. Matt Delbosc, 2017. Replicating Chaos: Vehicle Replication in Watch Dogs 2

  8. Rocket Science-Halfway Dead, 2018. RL Netcode and Lag explained - Rocket Science #16

  9. Jared (Psyonix) Cone, 2018. It IS Rocket Science! The Physics of Rocket League Detailed

  10. Paul Haile and Mitch Sanborn, 2019. Call of Duty: Modern Warfare Netcode Explained!

  11. Timothy Ford, 2019. Overwatch Gameplay Architecture and Netcode


Reference

Shengmei Liu, Xiaokun Xu and Mark Claypool. A Survey and Taxonomy of Latency Compensation Techniques for Network Computer Games, ACM Computing Surveys, Article 243, Volume 54, Issue 11S, DOI https://doi.org/10.1145/3519023, September 9, 2022. Online at: http://www.cs.wpi.edu/~claypool/papers/lag-taxonomy/


Copyright 2022 Mark Claypool (claypool@cs.wpi.edu) and WPI. All rights reserved.