| Article |
| Type of Publication |
| Local-lag and Timewarp: Providing Consistency for
Replicated ContinuousApplications |
| Title |
|
|
| Authors |
| IEEE Transactions on Multimedia 6 (1), pp.
47-57, February 2004 |
| Published in |
| In this paper we investigate how consistency
can be established for replicated applications changing their
state in reaction to user-initiated operations as well as the
passing of time. Typical examples of these applications are
networked computer games and distributed virtual environments. We
give a formal definition of the terms consistency and correctness
for this application class. Based on these definitions, it is
shown that an important tradeoff relationship exists between the
responsiveness of the application and the appearance of
short-term inconsistencies. We propose to exploit the knowledge
of this tradeoff by voluntarily decreasing the responsiveness of
the application in order to eliminate short-term inconsistencies.
This concept is called local-lag. Furthermore, a timewarp scheme
is presented that complements local-lag by guaranteeing
consistency and correctness for replicated continuous
applications. The computational complexity of the timewarp
algorithm is determined in theory and practice by examining a
simple networked computer game. The timewarp scheme is then
compared to the well-known dead-reckoning approach. It is shown
that the choice between both schemes is
application-dependent. |
| Abstract |
|
Consistency
Replicated Continuous Applications
Timewarp
Local-Lag
|
| Keywords |
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