Reducing Redundant Computation in Ad-Hoc Multiplayer Gaming through SpatialTask Delegation and Synchronization
DOI:
https://doi.org/10.63412/qfapc349Keywords:
Adhoc Networks, Multiplayer Gaming, Redundant Computing, Decentralized Processing, Spatial Synchronization, Peer to Peer Communcation, Task Oflloading, Vector Field Consistency, Edge Computing, Fog ComputingAbstract
Multiplayer gaming in ad-hoc networks introduces significant computational challenges due to the absence of centralized servers and the reliance on resource-constrained devices. Each device must independently handle rendering, physics, and game logic computations, often leading to redundant processing when players are in close spatial proximity and share overlapping gameplay perspectives. This redundancy not only wastes energy and computing resources but also contributes to increased latency and reduced responsiveness in fast-paced interactive environments.
This paper proposes a decentralized framework that leverages spatial awareness, context-based task delegation, and event-driven synchronization to eliminate redundant computation in multiplayer ad-hoc gaming environments. The approach enables dynamically assigning specific computational tasks—such as physics simulations or shared environment rendering—to a single device, which then broadcasts the result to nearby peers. Inspired by edge computing and fog-based processing models [5], [6], the system reduces resource contention while maintaining a consistent game state across devices using selective synchronization guided by vector-field consistency principles [10].
An efficient peer-to-peer protocol governs the selective dissemination of data, ensuring that only relevant and significant updates—such as changes in player location, interactions, or object states—are transmitted, minimizing network overhead. By adapting techniques from event-driven multiplayer synchronization [7] and integrating them with real-time proximity analysis, this framework achieves lower latency and improved energy efficiency without compromising gameplay fidelity.
The proposed model is particularly beneficial for infrastructure-less environments, including mobile ad-hoc networks (MANETs), edge-deployed AR/VR multiplayer systems, and local-area gaming scenarios. Our results demonstrate that task delegation based on player position and context can significantly improve system performance, with up to 30% reduction in redundant CPU load and a corresponding improvement in network throughput. This work advances decentralized gaming by introducing a scalable, cooperative approach to computation in spatially dynamic, real-time gaming environments.
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