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Network games are becoming more and more important in the last years. Latency on the Internet is a well-known problem for interactive network games. In client-server (C/S) based network games, players only know their own network delay. Though latency of other clients can be easily got from game servers, most of game servers do not provide these useless information for players because of no benefits...
Network games have become a popular social experience, while problem of in-game cheat (e.g. trade cheat, fraud and so on) has not an effective solution by now. In this paper, we propose a method to help players to prevent in-game cheat on the basis of group interaction analysis in massive multiplayer online role playing games (MMORPG). Frequency of group interactions reflects how possible two players...
In almost all of multiplayer network games, dead-reckoning (DR) is used to predict movement of game players. According to received DR vectors, game clients can predict future' movement of other players. However, DR does not work well under bad network conditions. In this paper, we propose a solution to achieve much more prediction accuracy. Personal habits influence path prediction of players. However,...
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