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lehre:ws18:fsm_18ws:group_c:2019-02-18_related_work [18.02.2019 22:55] – [Latency in Games] fia06900lehre:ws18:fsm_18ws:group_c:2019-02-18_related_work [18.02.2019 22:56] – [Latency in Games] fia06900
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 A field on which latency has an important impact, are games. This was also the topic of Andrea’s literature review where she found out, that ‘Mark and Kajal Claypool have provided a solid foundation of research regarding latency in games, being cited by the majority of other researchers in this field (Fischer, 2018).’ They classify games in the following categories: first person avatar, third person avatar and omnipresent (Claypool & Claypool, 2006) and provide an overview about the different phases of a game and the impact of latency on each is given (this is listed very shortly without further explanations). During the first two phases - setup and synchronization - the players do not get affected significantly by latency. The most important part of a game is the play phase, where latency impacts the player actions and the gaming experience. The transition phase is not affected by latency as well. For a better understanding of their study, which is summarized in the following, there is a short explanation what the two player actions are.  The first one - deadline - is the time an action takes to complete and the second one - precision - is the accuracy needed by the player for that action (Claypool & Claypool, 2015).  A field on which latency has an important impact, are games. This was also the topic of Andrea’s literature review where she found out, that ‘Mark and Kajal Claypool have provided a solid foundation of research regarding latency in games, being cited by the majority of other researchers in this field (Fischer, 2018).’ They classify games in the following categories: first person avatar, third person avatar and omnipresent (Claypool & Claypool, 2006) and provide an overview about the different phases of a game and the impact of latency on each is given (this is listed very shortly without further explanations). During the first two phases - setup and synchronization - the players do not get affected significantly by latency. The most important part of a game is the play phase, where latency impacts the player actions and the gaming experience. The transition phase is not affected by latency as well. For a better understanding of their study, which is summarized in the following, there is a short explanation what the two player actions are.  The first one - deadline - is the time an action takes to complete and the second one - precision - is the accuracy needed by the player for that action (Claypool & Claypool, 2015). 
  
-A bachelor thesis of Mark Claypool’s students (Christopher Burgess, //Quantifying the Effect of Latency on Game Actions in BZFlag//) is about measuring the effects of latency on gameplay in an online game. For this, the Game BZFlag was manipulated. This experiment is described in the paper ‘Latency can kill: precision and deadline in online games’ (Claypool & Claypool, 2010). ‘[Their] approach to evaluate and empirically validate [their] precision & deadline model [...] and insights [...] was to modify an open source, online game to allow for controlled precision & deadline experiments over a range of latencies (Claypool & Claypool, 2010, page 5) ’. +A bachelor thesis of Mark Claypool’s students (Christopher Burgess, Nathan Roy //Quantifying the Effect of Latency on Game Actions in BZFlag//) is about measuring the effects of latency on gameplay in an online game. For this, the Game BZFlag was manipulated. This experiment is described in the paper ‘Latency can kill: precision and deadline in online games’ (Claypool & Claypool, 2010). ‘[Their] approach to evaluate and empirically validate [their] precision & deadline model [...] and insights [...] was to modify an open source, online game to allow for controlled precision & deadline experiments over a range of latencies (Claypool & Claypool, 2010, page 5) ’. 
  
 Besides this game, another game was manipulated: Saucer Hunt (Claypool et al., 2015). ‘The player was AI controlled, the game set to “headless” and the frame time set to 0 in order to run the experiments in the background. All combinations of the weapon for speeds 0.25, 0.5, 0.75, 1, 2, 3 and 4, and areas of effect 0, to 10 were tested, a total of 77 combinations. For each combination, delays from 0 to 990 milliseconds were tested in steps of 33 milliseconds (one game loop). For each weapon configuration at each latency, one-thousand games were played for each combination. In all, about sixty-thousand hours of gameplay were emulated, or nearly seven years straight of playing Saucer Hunt (Casiez et al., 2015, page 4).’ Besides this game, another game was manipulated: Saucer Hunt (Claypool et al., 2015). ‘The player was AI controlled, the game set to “headless” and the frame time set to 0 in order to run the experiments in the background. All combinations of the weapon for speeds 0.25, 0.5, 0.75, 1, 2, 3 and 4, and areas of effect 0, to 10 were tested, a total of 77 combinations. For each combination, delays from 0 to 990 milliseconds were tested in steps of 33 milliseconds (one game loop). For each weapon configuration at each latency, one-thousand games were played for each combination. In all, about sixty-thousand hours of gameplay were emulated, or nearly seven years straight of playing Saucer Hunt (Casiez et al., 2015, page 4).’