Hack-proof Synchronization Protocol for Multi-player Online Games

  • Yeung Siu Fung
  • John C.S. Lui


Modern multi-player online games are popular and attractive because they provide a sense of virtual world experience to users: players can interact with each other on the Internet but perceive a local area network responsiveness. To make this possible, most modern multi-player online games use similar networking architecture that aims to hide the effects of network latency, packet loss, and high variance of delay from players. Because real-time interactivity is a crucial feature from a player’s point of view, any delay perceived by a player can affect his/her performance [16]. Therefore, the game client must be able to run and accept new user commands continuously regardless of the condition of the underlying communication channel, and that it will not stop responding because of waiting for update packets from other players. To make this possible, multi-player online games typically use protocols based on “dead-reckoning” [5, 6, 9] which allows loose synchronization between players.


Network Latency Game Session Game Server Network Time Protocol Outgoing Packet 
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Copyright information

© Springer Science+Business Media, LLC 2009

Authors and Affiliations

  1. 1.Department of Computer Science and EngineeringThe Chinese University of Hong KongHong KongChina

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