Neuro-Reckoning May Reduce MMOG Time Lag 88
Hugh Pickens writes "Time lag can cause some very strange behavior in massively multiplayer online games when players' actions onscreen become slow and jerky. New techniques are on the way to reduce the problem of lag time in MMOGs 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 and while traditional dead-reckoning systems that assume that a game character will maintain the velocity and direction that it has at the moment an update is sent to all other participating computers; dead reckoning works best for movement and shooting and less well for erratic actions such as interacting with objects or with other players. Read the abstract of new technique called 'neuro-reckoning' that may improve the predictive process by installing a neural network in each player's computer to predict fast, jerky actions."
Sounds feasible (Score:4, Funny)
(cue the Eve spam)
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I kinda doubt it (Score:3, Interesting)
For starters, let's look at the plain old interpolation. I see it kicking in all the time in MMOs (e.g., WoW), and players seem to run ahead for half a mile until the game gives up and disconnects them. Or spend the next 5 minutes running in place against a fence.
Let's take just that one simple action: running. How do you know where I'm going to interpolate it right past a second or two. If I arrived at, say, Westfall (to give a low level example that anyone who's ever
Not that kind of intelligence (Score:5, Informative)
Duly noted, but still... (Score:2)
Re: prediction (Score:3, Informative)
It won't. (Aside: But if it ever does, then it would mean the server decided you should have done it, and it did it for you without your consent.)
These predictive models are for data compression [wikipedia.org], where the cost of encoding a given bit is based on the log of the probability of that bit occurring. For example, if it's 50:50, then it costs you 1 bit either way. However, if you can g
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If I made a shooter MMOG, I'd constantly boot everyone with a ping time over 200 ms from the game, and that's being generous.
If you constantly kick anyone with a ping of 200ms, might as well make it automated. The direct result is your server will auto-kick players whenever there's a higher-than-normal load. Don't say this won't happen - players were known to protest on MMOGs by going in large numbers to a specific place, which causes that area to experience significant latency. A spike of users playing at once may also cause this kind of problem.
Then everyone can download their porn in the background later and turn off their p2p programs and remove all their spyware and we can all live happily ever after.
Configure your server to send out IP packets that Minimize delay, Maximize Relia
Re:I kinda doubt it (Score:4, Funny)
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Second, it will actually be forecasting, not predicting, but nobody will know the difference.
Third, I will rant about the difference for two years, then give it the hell up.
The are some thing that could help:
If you land in westfall, maybe it will go to the closest place you have a quest for, or to the nearest people who have quests you can get.
Your caster will do what it has done most of the time in similar situations.
Because there are, at this time, to
Yes and no (Score:3, Interesting)
First of all, if you talk about something that actively takes control of my character for me, to do all that stuff, you're talking a bot. Which is against the TOS on any MMO, and can get you banned on the spot. I very much doubt that anyone will implement one right in the client, as some next great feature.
Second, those exist already. See, WoW Glider.
(Note that I'm not actually advertising using it, and if anyone gets banned using it, I'll cheer for the Blizzard employee that banned them. Just us
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"the neural net has figured out that i'm a gold farmer, so all i have to do is unplug my net connection and it continues smacking down elves even while i'm at work!"
I reckon (Score:1, Funny)
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Misleading title, as usual (Score:2)
They need a neural network for what exactly? (Score:4, Funny)
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Good. Be sure to fill out a TPS report.
Neural nets (Score:2, Interesting)
But then again, the CPU's are so fast today, that it might not be an issue at all.
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Twelve years ago I had a Pentium 60Mhz that could barely play MP3s without skipping. CPU architecture improvement and especially multi-core processing would probably leave plenty of room for short scale neural network movement prediction.
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Algorithmic requirements for these two classes really haven't changed much since the dark ages of AI (the sixties). What has changed is exactly how they're implemented. They're generally not faster, just different.
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So the logical next step is... (Score:2, Insightful)
They already use it! (Score:4, Funny)
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Uh. (Score:3, Informative)
If I had to guess, the real problem is probably that commercial, hugely-trafficked MMO servers don't want to send as much data to each client as some guy's dedicated server in his basement that's only visited by thirty-two clients at a time. This probably results in the player and server updating each other less frequently.
Still, since in the MMO there are usually pretty predictable things the player will be going to next (the item on the ground, the nearby mob, the NPC in his path), maybe this will work well after all.
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Indeed; one day soon, Chinese goldfarmers will be freed from the slavish burden of even running their own scripts. Instead, the server will simply predict what speeds hacks they would have run, and award them the gold without the tiresome necessity of actually having to receive packets from them.
Ultimately, our own machines will be able to predict the actions of everyone else, and we will be able to play multiplayer games together completely on our own. The circle will be complete.
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That's exactly what I was thinking. Nice, predictable, straight-line movement is a sure-fire way to get yourself killed in an FPS, if you'll pardon the pun. If the guy you're after doesn't get you, one of his team mates pr
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Wow, you guys are REALLY missing the point.
Suppose I'm in a firefight. I want to serpentine to get under cover. All the sudden, one of my packets goes into the great bit bucket in the sky. What should my character do without any data to the server for that .1 sec? Stop? Move in a straight line? Or more ideally, continue to serpentine to cover. The slight difference in reaction is the difference between *cough* life and death. The point is for the server to correctly predict your motion in the absence of e
Quake's Lag (Score:2, Interesting)
Re:Quake's Lag (Score:5, Interesting)
Sidenote: This began the misconception that lag time benefited the lagger, or that laggy players lag the whole server, neither of which is true. The quicker your ping time, the faster your shots or actions will register on the server. If a high ping bastard and low ping bastard shoot each other at the same exact moment, the LPB will have his shot register first, and the HPB will die.
Originally, shots and hits were always done actively at the time it reached the server. So if you had 400ms ping, you'd see your gun shoot 400ms after you fired it. This made lag almost unbearable for most high ping players, because if they shot at you, they'd almost always miss, because by the time their shot registered, you would've moved out of the spot you were standing a split second ago.
As for the article, it's dealing solely with player movement on MMORPGS, which is determined by the rate of updates (how many packets get sent out per second). Player action updates are always triggered at the time of action (such as casting a spell), however, movement is an ongoing process. Basically your client updates the server around a dozen times a second with position and velocity information, because of your movement. However, it always assumes you'll stick to that velocity (moving forward? dead reckoning predicts you move forward some more) in between updates. If you deviate from your predicted movement along a velocity, you need to send an update to the server. This new method will predict what movement you'll take, rather than always assuming a straight line from your current movement.
My student ACM account doesn't have subscription to access the article, so I'm not entirely sure, but this is my take on what it does:
For instance, if you're moving forward, and there's something in front of you, the neural net will attempt to determine that you'll probably move in a different direction, and send that as your predicted velocity. If it turns out you don't move that direction, you'll simply have to send another update. If you do move that direction (which statistically you should), then there will be no need for an update, thereby saving bandwidth. These predictions and updates happen at a rate which makes it seem like your player is moving smoothly, when in reality, there's a bunch of micro deviations and stuttering.
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In small enough timescales, what looks like smooth movement becomes subject to random deviations and stuttering. That sounds like... quantum physics ! And of course, in a quantum mechanical computer, the player could move at all directions at once, taking all possible routes to his destination.
In the World of Quarkcraft, the uncerta
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HAN HAD LOW LAG!!!!!!
(Sorry, couldn't resist)
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What they really need to implement in order to have a "fair" online PvP experience is some kind of time synchronization betwee
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Could be helpful in other ways (Score:1)
Everyone's had an incident when they said "Every time X happens, I want to instantly do y.". Or something more complicated like moving in such a way as to not get flanked. Speeding up repetitive trading or moving activities and so on. Of course, this level of automation might seem too much like giving an unfair advantage. But personally I'd really love a game tha
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Instead of the given lagging player running straight ahead the neural net might have come to the conclusion that the movement will stop or do something along the way. That way when the lag disappears the player wont "jump" location from the predicted to the actual one.
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I tried letting it predict Slashdot... (Score:2, Funny)
all about prediction (Score:1)
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If the computer is going to predict my next move, I might as well let the computer play the game. If the algorithm is using a neural network, the computer will become just like me as time passes. The main difference between a good player and a normal one, is the difference from the nominal behaviour. Thus making this method of uterly useless.
Your computer doesn't predict what YOU do because it can see it in real time and has no need at all to know what you're going to do in the future. Your computer, however, has to predict what THE OTHER players do when your server connection is bad and the information about what others do around you is coming too slow or not at all. Thus, not exactly useless.
So in other words... (Score:2)
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Alternatively... (Score:1)
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looks like this was cribbed from Microsoft (Score:1, Informative)
Details are a bit skimpy in the abstract, but if you do a bit of searching, you can find the presentation material. At the conference they showed a demo with 32 bots crammed in a pretty small map in Quake. On one screen they were running the original version, where it was really jerky with that many bots. On the other screen they were running their modified version, where the motion was perfect.
Please oh pleas
Old news (Score:4, Funny)
Insolvable problem (Score:1)
No need (Score:2)
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On another note, MMO's battles typically aren't based on player position. You hit a key for engage enemy, and wait for them (or you) to die: dodging will not help you. Whether or not you get hit is based on statistics, not on player position (well, unless you get far enough away to be out of range or behind a door).
That's what was so fun about Diablo 2: It had FPS style dodging accompanied with team based questing/gameplay.
Battles in D2 aren't just about your equip
I think this would help if implemented properly... (Score:1)
Other MMOs have failed miserably and have added something called "instancing" where they even instance peaceful zones. These type of crappy games with crappy programmers will not benefit from anything.
Pure first person shooters (Battlefield, quake) tend to limit it to 64 or 32, because they want to be more precise and send more detailed pac
Re:I think this would help if implemented properly (Score:2)
In that same game I could also participate in a 300+ world event.
"because they want to be more precise and send more detailed packets to show what the character is doing.
ah, your an idiot. For confirmation, I looked at some of your other posts.
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This is what I said:
"Other MMOs have failed miserably and have added something called "instancing" where they even instance peaceful zones."
You said:
"The benefit if instances is that different groups can be going after the same objective at the same time. It eliminates camping for high level gear."
I'm guessing that's a non peaceful zone? Where you're trying to kill something?
Don't take my word for it, sniff the packets, you'll see a distinct difference between MMOs that support 300
Lag and all (Score:1)
All predictions in MMO's save on b
Data corruption (Score:2)
For instance, say I'm playing a game of (Popular FPS A) with a bunch of people online, and I understand how the neural network works. Couldn't I just repeatedly move left to right in a jerky fasion for a bit, and then run straight toward my enemy? If they lag, the neural network computations will show me as moving left to right, where I'm actually just running straight...
MOM (Score:2)
Of
Movement
MOM always knows what you're doing before you even start to think about it.
This is ridiculous (Score:1)