735 research outputs found

    Scalable Resource and QoS Brokering Mechanisms for Massively Multiplayer Online Games

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    Multiplayer online games have become an increasingly integral part of online entertainment. With advances in social media, the number of players of these games is increasing at a very rapid rate, which in some cases has been observed to be exponential. This is when resource becomes a concern. In this thesis, I investigated several challenges in developing and maintaining multiplayer games such as hotspots, genrespeci c limitations, unpredictable quality of service and rigidity in resource availability. I showed that these issues can be solved by adopting mechanisms for separation of resource concerns from functional concerns and coordination of resources. To support resource coordination, I divided the ownership of resources among three partiesgame owner, resource owner and game player. I developed the CyberOrgs-MMOG API, which supports Massively Multiplayer Online Game (MMOG) platforms capable of resource sharing among multiple peers, through mechanisms for acquiring these resources dynamically. I showed that dynamic acquisition of resources can solve the resource questions mentioned above. The API was evaluated using a 2D game with up to 250 simulated players. I also showed, how the game's responsiveness can be dynamically adjusted in a scalable way. This thesis presents the design and implementation of the CyberOrgs-MMOG API, interfaces provided to the interacting agents representing di erent parties. I integrated a 2D multiplayer game with the API and evaluated the mechanisms supported by the API

    From Concept to Field Tests: Accelerated Development of Multi-AUV Missions Using a High-Fidelity Faster-than-Real-Time Simulator

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    We designed and validated a novel simulator for efficient development of multi-robot marine missions. To accelerate development of cooperative behaviors, the simulator models the robots' operating conditions with moderately high fidelity and runs significantly faster than real time, including acoustic communications, dynamic environmental data, and high-resolution bathymetry in large worlds. The simulator's ability to exceed a real-time factor (RTF) of 100 has been stress-tested with a robust continuous integration suite and was used to develop a multi-robot field experiment

    High performance encapsulation and networking in Casanova 2

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    Encapsulation is a programming technique that helps developers keeping code readable and maintainable. However, encapsulation in modern object-oriented languages often causes significant runtime overhead. Developers must choose between clean encapsulated code or fast code. In the application domain of computer games, speed of execution is of utmost importance, which means that the choice between clean and fast usually is decided in favor of the latter. In this paper we discuss how encapsulation is embedded in the Casanova 2 game development language, and show how Casanova 2 allows developers to write encapsulated game code, which thanks to extensive optimization achieves at the same time high levels of performance. Furthermore, we show that the abstractions provided by Casanova so far cover no more than the tip of the iceberg: we document a further extension in the traditionally challenging domain of networking and show how the language can provide significant improvement in productivity

    dOpenCL: Towards a Uniform Programming Approach for Distributed Heterogeneous Multi-/Many-Core Systems

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    Modern computer systems are becoming increasingly heterogeneous by comprising multi-core CPUs, GPUs, and other accelerators. Current programming approaches for such systems usually require the application developer to use a combination of several programming models (e. g., MPI with OpenCL or CUDA) in order to exploit the full compute capability of a system. In this paper, we present dOpenCL (Distributed OpenCL) – a uniform approach to programming distributed heterogeneous systems with accelerators. dOpenCL extends the OpenCL standard, such that arbitrary computing devices installed on any node of a distributed system can be used together within a single application. dOpenCL allows moving data and program code to these devices in a transparent, portable manner. Since dOpenCL is designed as a fully-fledged implementation of the OpenCL API, it allows running existing OpenCL applications in a heterogeneous distributed environment without any modifications. We describe in detail the mechanisms that are required to implement OpenCL for distributed systems, including a device management mechanism for running multiple applications concurrently. Using three application studies, we compare the performance of dOpenCL with MPI+OpenCL and a standard OpenCL implementation

    A series of studies on professional rugby league players

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    Rugby league football is a popular game in Australia, which appears to rely heavily upon strength, power, speed and endurance due to the nature of the phyiscal contacts. In an effort to discern the importance of upper body strength, power speed and endurance to rugby league players a retrospective data analysis was performed. Three areas of investigation were: 1) the testing of upper body physical qualities of strength, power, speed and strength-endurance and their significance to playing status in the elite national first-division (NRL), second-division (SRL) and third-division (CRL), 2) the effect of acute training variable manipulations upon power output and 3) the nature, scope and magnitude of chronic adaptations in strength and power in a multi-year period in professional rugby league players

    Report of the discussion on Free and Open Source Software (FOSS) for OER

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    Appendix: FOSS tools for OER development, management and dissemination
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