Improving Perceived Latency and Responsiveness of the Client-Server Model for Real-Time Multiplayer Games through P2P Communication

A simple Client-Server architecture makes sense for a lot of games. The problem is that players, who are physically closer to the server on which the game is running, can oftentimes have substantial advantages over the other players who are further away. Our proposed solution to this problem is to allow players to share information about the game state with each other to improve the perceived latency and responsiveness.
By letting players who are physically close to each other share snapshots of the game state, the staleness of the data can potentially be reduced and the effects of packet loss can be mitigated to a certain degree.
The main server would then make sure that the players are sharing the correct information with each other and validate the game state to ensure that everyone is still in sync. This would also potentially allow the server to send fewer packets overall to the users which could improve network congestion.

 

 

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