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Model and measurement of MMOG time-constraint relaxation algorithm

Most of the online games run on top of a client-server architecture with a single authoritative server designed for to support game logic. If the latency between a player and the server is large, the responsiveness of the game decreases. As a result, the performance is likely to degrade. For client-server architecture, we propose an opportunistic state forwarding method to comply with the hard time-constraint. The goal is to reduce latency by directly sharing game states between two players rather than following a relatively long path through the server. We measure the performance and the result shows clear benefits applicable for any client-server architecture.