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Halbhuber, David ; Henze, Niels ; Schwind, Valentin

Increasing Player Performance and Game Experience in High Latency Systems

Halbhuber, David, Henze, Niels and Schwind, Valentin (2021) Increasing Player Performance and Game Experience in High Latency Systems. Proceedings of the ACM on Human-Computer Interaction 5 (CHI PL), pp. 1-20.

Date of publication of this fulltext: 02 Nov 2023 05:07
Article
DOI to cite this document: 10.5283/epub.54944


Abstract

Cloud gaming services and remote play offer a wide range of advantages but can inherent a considerable delay between input and action also known as latency. Previous work indicates that deep learning algorithms such as artificial neural networks (ANN) are able to compensate for latency. As high latency in video games significantly reduces player performance and game experience, this work ...

Cloud gaming services and remote play offer a wide range of advantages but can inherent a considerable delay between input and action also known as latency. Previous work indicates that deep learning algorithms such as artificial neural networks (ANN) are able to compensate for latency. As high latency in video games significantly reduces player performance and game experience, this work investigates if latency can be compensated using ANNs within a live first-person action game. We developed a 3D video game and coupled it with the prediction of an ANN. We trained our network on data of 24 participants who played the game in a first study. We evaluated our system in a second user study with 96 participants. To simulate latency in cloud game streaming services, we added 180 ms latency to the game by buffering user inputs. In the study we predicted latency values of 60 ms, 120 ms and 180 ms. Our results show that players achieve significantly higher scores, substantially more hits per shot and associate the game significantly stronger with a positive affect when supported by our ANN. This work illustrates that high latency systems, such as game streaming services, benefit from utilizing a predictive system.



Involved Institutions


Details

Item typeArticle
Journal or Publication TitleProceedings of the ACM on Human-Computer Interaction
Publisher:Association for Computing Machinery
Open Access Type:Assoc. of Comp. Machinery (ACM)
Volume:5
Number of Issue or Book Chapter:CHI PL
Page Range:pp. 1-20
Date2021
InstitutionsLanguages and Literatures > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Professur für Medieninformatik (Prof. Dr. Niels Henze)
Informatics and Data Science > Department Human-Centered Computing > Professur für Medieninformatik (Prof. Dr. Niels Henze)
Identification Number
ValueType
10.1145/3474710DOI
Keywordslatency, games, artificial neural networks, user performance
Dewey Decimal Classification000 Computer science, information & general works > 004 Computer science
700 Arts & recreation > 793 Indoor games & amusements
StatusPublished
RefereedYes, this version has been refereed
Created at the University of RegensburgPartially
URN of the UB Regensburgurn:nbn:de:bvb:355-epub-549446
Item ID54944

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