
Predictions from a neural network could reduce characters’ jerky movements in online games. One way of reducing these problems is a technique called dead reckoning, a term more commonly known to sailors and pilots to plot their future positions based on present speed, current/winds, time.
In this case though dead reckoning calls for each player’s computer to run a low-fidelity simulation of what’s going on in the game. At the same time, the computer runs a high-fidelity version that keeps precise track of the player’s actions and position. The computer constantly compares the two versions. If they don’t match, the computer sends an update to all the other participating computers.
Technology Review (MIT) has more of the details on how your future games like Quake and Unreal will be improved somewhat in their online play.
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