6 research outputs found

    A Simulative Evaluation of V2V Algorithms for Road Safety and In-Car Entertainment

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    Abstract-The specific features of inter-vehicular communications are allowing the deployment of a broad gamut of possible applications including traffic control, road safety and in-car entertainment. At the basis of all this lies the improvement of VANET-based transmission techniques that are becoming technologically mature. Within this context, in this paper we provide an experimental comparison between two of the most effectual algorithms whose aim is that of quickly broadcasting messages throughout a given platoon of vehicles. The most prominent characteristic of both the algorithms under investigation is that they were designed for wireless vehicle-to-vehicle (V2V) communications, with in mind only realistic transmission conditions (that is, asymmetric and variable vehicles transmission ranges). Even if both algorithms were conceived based on the idea to span application messages as far as possible, while minimizing the number of relaying vehicles, our extensive analysis demonstrates that one of the two outperforms the other

    A RIO-like Technique for Interactivity Loss Avoidance in Fast-Paced Multiplayer Online Games

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    The astonishing increase in the spread of the Internet has given rise to a globally connected community proficient at deploying online games for a large number of participants geographically located very far from each other. However, online games are characterized by more stringent requirements than traditional distributed applications deployed over the Internet can fulfill. Indeed, one of the key factors in determining the success of an online game is its ability to rapidly deliver events to the various game servers that maintain the state of the game over the network. We have already demonstrated [Palazzi et al. 2004] that in this context adapting RED (random early detection) techniques, borrowed from queuing management, can improve the global responsiveness of a game. However, this solution may not be sufficient for a specific class of online games. We deem that fast-paced multiplayer online games (such as shoot 'em ups, for example) in which participants have to behave frenetically, must guarantee a very high degree of interactivity, even at the cost of partially sacrificing the consistency of the game state. In this case having only a partially consistent view of the game state will not affect a player's amusement as much as delaying action-processing activity will. Hence we explore the possibility of applying a RIO-based (RED with in and out) algorithm to manage game delivery to the various game servers, in order to improve the degree of interactivity for fast-paced online games. Preliminary experimental results confirm the viability of our approach

    A RIO-like Technique for Interactivity Loss Avoidance in Fast-Paced Multiplayer Online Games

    No full text
    The astonishing increase in the spread of the Internet has given rise to a globally connected community proficient at deploying online games for a large number of participants geographically located very far from each other. However, online games are characterized by more stringent requirements than traditional distributed applications deployed over the Internet can fulfill. Indeed, one of the key factors in determining the success of an online game is its ability to rapidly deliver events to the various game servers that maintain the state of the game over the network. We have already demonstrated [Palazzi et al. 2004] that in this context adapting RED (random early detection) techniques, borrowed from queuing management, can improve the global responsiveness of a game. However, this solution may not be sufficient for a specific class of online games. We deem that fast-paced multiplayer online games (such as shoot 'em ups, for example) in which participants have to behave frenetically, must guarantee a very high degree of interactivity, even at the cost of partially sacrificing the consistency of the game state. In this case having only a partially consistent view of the game state will not affect a player's amusement as much as delaying action-processing activity will. Hence we explore the possibility of applying a RIO-based (RED with in and out) algorithm to manage game delivery to the various game servers, in order to improve the degree of interactivity for fast-paced online games. Preliminary experimental results confirm the viability of our approach

    A RIO-like Technique for Interactivity Loss Avoidance In Fast-Paced Multiplayer Online Games: a Preliminary Study

    No full text
    The astonishing increase of the Internet diffusion has provided global connectivity proficient at deploying online games for a large number of participants located even very far from each other. However, online games are characterized by more stringent requirements than those accomplishable by traditional distributed applications deployed over best-effort networks. Indeed, one of the key factors in determining the success of an online game is represented by the ability to rapidly deliver events among the various game servers that maintain the state of the game over the network. We already demonstrated that adapting in this context RED (Random Early Detection) techniques borrowed from queuing management can improve the global responsiveness of the game [1]. However, this solution may be not sufficient for a specific class of on-line games. We deem that, in case of fast-paced multiplayer online games (such as shoot 'em up, for example) requiring a frenetic behavior of the participants, a highly elevate interactivity degree must be guaranteed even at the cost of partially sacrificing the consistency of the game state. In this case, in fact, having only a partial consistency view of the game state is not so player's amusement affecting as, instead, a delayed action processing activity may be. We have hence explored the possibility to apply a RIO (RED with In and Out) based algorithm to manage the game state delivery among the various game servers, in order to further improve the aptitude of our scheme in maintaining a highly playable interactivity degree for fast-paced online games. Preliminary experimental results confirm the viability of our approach

    A RIO-like Technique for Interactivity Loss Avoidance in Fast-Paced Multiplayer Online Games: a Preliminary Study

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    none4noneC. E. PALAZZI; FERRETTI, STEFANO; CACCIAGUERRA, STEFANO; ROCCETTI, MARCOC. E., Palazzi; Ferretti, Stefano; Cacciaguerra, Stefano; Roccetti, Marc

    A rio-like technique for interactivity loss avoidance in fast-paced multiplayer online games: a preliminary study

    No full text
    The astonishing increase in the spread of the Internet has given rise to a globally connected community proficient at deploying online games for a large number of participants geographically located very far from each other. However, online games are characterized by more stringent requirements than traditional distributed applications deployed over the Internet can fulfill Indeed, one of the key factors in determining the success of an online game is its ability to rapidly deliver events to the various game servers that maintain the state of the game over the network. We have already demonstrated [Palazzi et al. 2004] that in this context adapting RED (random early detection) techniques, borrowed from queuing management, can improve the global responsiveness of a game. However, this solution may not be sufficient for a specific class of online games. We deem that fast-paced multiplayer online games (such as shoot ’em ups, for example) in which participants have to behave frenetically, must guarantee a very high degree of interactivity, even at the cost of partially sacrificing the consistency of the game state. In this case having only a partially consistent view of the game state will not affect a player’s amusement as much as delaying action-processing activity will. Hence we explore the possibility of applying a RIO-based (RED with in and out) algorithm to manage game delivery to the various game servers, in order to improve the degree of interactivity for fast-paced online games. Preliminary experimental results confirm the viability of our approach
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