Time Manipulation alters the virtual time (i.e., the time in the game world) for computing the game state and/or resolving player actions.
David Jefferson, 1985. Virtual Time
Christophe Diot and Laurent Gautier, 1999. A Distributed Architecture for Multiplayer Interactive Applications on the Internet
Martin Mauve, 2000. How to Keep a Dead Man from Shooting
Martin Mauve, 2000. Consistency in Replicated Continuous Interactive Media
Yow-Jian Lin, Katherine Guo and Sanjoy Paul, 2002. Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games
Martin Mauve, Jurgen Vogel, Volker Hilt and Wolfgang Effelsberg, 2004. Local-Lag and Timewarp: Providing Consistency for Replicated Continuous Applications
Greger Wikstrand, Lennart Schedin and Fredrik Elg, 2004. High and Low Ping and the Game of Pong- Effects of Delay and Feedback
Sebastian Zander, Ian Leeder and Grenville Armitage, 2005. Achieving Fairness in Multiplayer Network Games through Automated Latency Balancing
Jeremy Brun, Farzad Safaei, Paul Boustead, 2006. Managing Latency and Fairness in Networked Games
Xinbo Jiang, Farzad Safaei and Paul Boustead, 2006. Latency and Scalability: A Survey of Issues and Techniques for Supporting Networked Games
Yi Zhang, Ling Chen and Gencai Chen, 2006. Globally Synchronized Dead-Reckoning with Local Lag for Continuous Distributed Multiplayer Games
Dingliang Liang and Paul Boustead, 2006. Using Local Lag and Timewarp to Improve Performance for Real Life Multi-Player Online Games
Ling Chen, Gen-Cai Chen, Hong Chen, Jack March, Steve Benford and Zhi-Geng Pan, 2007. An HCI Method to Improve the Human Performance Reduced by Local-lag Mechanism
Anh Le and Yanni Ellen Liu, 2007. Fairness in Multi-Player Online Games on Deadline-Based Networks
Dane Stuckel and Carl Gutwin, 2008. The Effects of Local Lag on Tightly-Coupled Interaction in Distributed Groupware
Doowon Paik, Chung-Ha Yun and Jooyeon Hwang, 2008. Effective Message Synchronization Methods for Multiplayer Online Games with Maps
Naoki Ishii, Yutaka Ishibashi and Shinji Sugawara, 2009. Enhancement of Adaptive Delta-Causality Control with Adaptive Dead-reckoning for Multiplayer Online Games
Sili Zhao, DuLi, Hansu Gu, BinShao and NingGu, 2009. An Approach to Sharing Legacy TV/Arcade Games for Real-Time Collaboration
Cheryl Savery, T.C. Nicholas Graham and Carl Gutwin, 2010. The Human Factors of Consistency Maintenance in Multiplayer Computer Games
Arnaud Kaiser, Nadjib Achir and Khaled Boussetta, 2010. Improving Energy Efficiency and Gameplay Fairness for Time-sensitive Multiplayer Games in MANET
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
Yuji Kusunose, Yutaka Ishibashi, Norishige Fukushima, and Shinji Sugawara, 2012. Adaptive Delta-Causality Control with Prediction in Networked Real-Time Game Using Haptic Media
Cheryl Savery, T.C. Nicholas Graham, 2013. Timelines: Simplifying the Programming of Lag Compensation for the Next Generation of Networked Games
Jingxi Xu and Benjamin Wah, 2013. Concealing Network Delays in Delay-Sensitive Online Interactive Games Based on Just-Noticeable Differences
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
Wai-Kiu Lee and Rocky Chang, 2015. Evaluation of Lag-Related Configurations in First-Person Shooter Games
Steven Lee and Rocky Chang, 2017. On Shot Around a Corner in First-Person Shooter Games
Zhi Li, Hugh Melvin, Rasa Bruzgiene, Peter Pocta, Lea Skorin-Kapov, Andrej Zgank, 2018. Lag Compensation for First-Person Shooter Games in Cloud Gaming
Steven Lee and Rocky Chang, 2018. Enhancing the Experience of Multiplayer Shooter Games via Advanced Lag Compensation
Jiawei Sun and Mark Claypool, 2019. Evaluating Streaming and Latency Compensation in a Cloud-based Game
Yahn Bernier, 2001. Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization
Tony Cannon, 2012. Fight the Lag! The Trick Behind GGPO's Low-latency Netcode
Tim Ford and Philip Orwig, 2016. Developer Update - Let's Talk Netcode
Neema Teymory, 2016. Why Making Multiplayer Games is Hard: Lag Compensating Weapons in MechWarrior Online
Valve Developer Community, 2017. Source Multiplayer Networking
Michael Stallone, 2018. 8 Frames in 16ms: Rollback Networking in 'Mortal Kombat' and 'Injustice 2'
Peter Andreasen, 2018. Deep Dive into Networking for Unity's FPS Sample Game
Ricky Pusch, 2019. Explaining How Fighting Games Use Delay-Based and Rollback Netcode
David Straily and Dave Heironymus, 2020. Netcode and 128-Servers // Dev Diaries - Valorant
Brent Randall, 2020. Valorant's 128-Tick Servers
David Aldbridge, 2011. I Shot You First: Networking the Gameplay of Halo:Reach
Glenn Fiedler, 2015. Physics for Game Programmers : Networking for Physics Programmers
Tim Ford and Philip Orwig, 2016. Developer Update - Let's Talk Netcode
Michael Stallone, 2018. 8 Frames in 16ms: Rollback Networking in 'Mortal Kombat' and 'Injustice 2'
Paul Haile and Mitch Sanborn, 2019. Call of Duty: Modern Warfare Netcode Explained!
Ricky Pusch, 2019. Explaining How Fighting Games Use Delay-Based and Rollback Netcode
Timothy Ford, 2019. Overwatch Gameplay Architecture and Netcode
Matt deWet and David Straily, 2020. Peeking into Valorant's Netcode
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/