723 research outputs found

    Formalizing a Framework for Dynamic Hybrid Strategy Models in Distributed Interactive Applications

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    Predictive contract mechanisms such as dead reckoning are widely employed to support scalable remote entity modelling in Distributed Interactive Applications (DIAs). By employing a form of controlled inconsistency, a reduction in network traffic is achieved. Previously, we have proposed the Dynamic Hybrid Strategy Model (DHSM) as an extension to the concept of dead reckoning that adaptively selects extrapolation models based on the use of local performance criteria. In this paper, we formalize the notion of the DHSM as a generalized framework for network traffic reduction in DIAs, alongside a set of consistency metrics for use as local performance criteria

    Mobile Online Gaming via Resource Sharing

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    Mobile gaming presents a number of main issues which remain open. These are concerned mainly with connectivity, computational capacities, memory and battery constraints. In this paper, we discuss the design of a fully distributed approach for the support of mobile Multiplayer Online Games (MOGs). In mobile environments, several features might be exploited to enable resource sharing among multiple devices / game consoles owned by different mobile users. We show the advantages of trading computing / networking facilities among mobile players. This operation mode opens a wide number of interesting sharing scenarios, thus promoting the deployment of novel mobile online games. In particular, once mobile nodes make their resource available for the community, it becomes possible to distribute the software modules that compose the game engine. This allows to distribute the workload for the game advancement management. We claim that resource sharing is in unison with the idea of ludic activity that is behind MOGs. Hence, such schemes can be profitably employed in these contexts.Comment: Proceedings of 3nd ICST/CREATE-NET Workshop on DIstributed SImulation and Online gaming (DISIO 2012). In conjunction with SIMUTools 2012. Desenzano, Italy, March 2012. ISBN: 978-1-936968-47-

    Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game

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    In today’s gaming world, a player expects the same play experience whether playing on a local network or online with many geographically distant players on congested networks. Because of delay and loss, there may be discrepancies in the simulated environment from player to player, likely resulting in incorrect perception of events. It is desirable to develop methods that minimize this problem. Dead reckoning is one such method. Traditional dead reckoning schemes typically predict a player’s position linearly by assuming players move with constant force or velocity. In this paper, we consider team-based 2D online action games. In such games, player movement is rarely linear. Consequently, we implemented such a game to act as a test harness we used to collect a large amount of data from playing sessions involving a large number of experienced players. From analyzing this data, we identified play patterns, which we used to create three dead reckoning algorithms. We then used an extensive set of simulations to compare our algorithms with the IEEE standard dead reckoning algorithm and with the recent “Interest Scheme” algorithm. Our results are promising especially with respect to the average export error and the number of hits

    GSAR: Greedy Stand-Alone Position-Based Routing protocol to avoid hole problem occurance in Mobile Ad Hoc Networks

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    The routing process in a Mobile Ad Hoc Network (MANET) poses critical challenges because of its features such as frequent topology changes and resource limitations. Hence, designing a reliable and dynamic routing protocol that satisfies MANET requirements is highly demanded. The Greedy Forwarding Strategy (GFS) has been the most used strategy in position-based routing protocols. The GFS algorithm was designed as a high-performance protocol that adopts hop count in soliciting shortest path. However, the GFS does not consider MANET needs and is therefore insufficient in computing reliable routes. Hence, this study aims to improve the existing GFS by transforming it into a dynamic stand-alone routing protocol that responds swiftly to MANET needs, and provides reliable routes among the communicating nodes. To achieve the aim, two mechanisms were proposed as extensions to the current GFS, namely the Dynamic Beaconing Updates Mechanism (DBUM) and the Dynamic and Reactive Reliability Estimation with Selective Metrics Mechanism (DRESM). The DBUM algorithm is mainly responsible for providing a node with up-to-date status information about its neighbours. The DRESM algorithm is responsible for making forwarding decisions based on multiple routing metrics. Both mechanisms were integrated into the conventional GFS to form Greedy Stand-Alone Routing (GSAR) protocol. Evaluations of GSAR were performed using network simulator Ns2 based upon a defined set of performance metrics, scenarios and topologies. The results demonstrate that GSAR eliminates recovery mode mechanism in GFS and consequently improve overall network performance. Under various mobility conditions, GSAR avoids hole problem by about 87% and 79% over Greedy Perimeter Stateless Routing and Position-based Opportunistic Routing Protocol respectively. Therefore, the GSAR protocol is a reasonable alternative to position-based unicast routing protocol in MANET

    An Information-Theoretic Framework for Consistency Maintenance in Distributed Interactive Applications

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    Distributed Interactive Applications (DIAs) enable geographically dispersed users to interact with each other in a virtual environment. A key factor to the success of a DIA is the maintenance of a consistent view of the shared virtual world for all the participants. However, maintaining consistent states in DIAs is difficult under real networks. State changes communicated by messages over such networks suffer latency leading to inconsistency across the application. Predictive Contract Mechanisms (PCMs) combat this problem through reducing the number of messages transmitted in return for perceptually tolerable inconsistency. This thesis examines the operation of PCMs using concepts and methods derived from information theory. This information theory perspective results in a novel information model of PCMs that quantifies and analyzes the efficiency of such methods in communicating the reduced state information, and a new adaptive multiple-model-based framework for improving consistency in DIAs. The first part of this thesis introduces information measurements of user behavior in DIAs and formalizes the information model for PCM operation. In presenting the information model, the statistical dependence in the entity state, which makes using extrapolation models to predict future user behavior possible, is evaluated. The efficiency of a PCM to exploit such predictability to reduce the amount of network resources required to maintain consistency is also investigated. It is demonstrated that from the information theory perspective, PCMs can be interpreted as a form of information reduction and compression. The second part of this thesis proposes an Information-Based Dynamic Extrapolation Model for dynamically selecting between extrapolation algorithms based on information evaluation and inferred network conditions. This model adapts PCM configurations to both user behavior and network conditions, and makes the most information-efficient use of the available network resources. In doing so, it improves PCM performance and consistency in DIAs

    On a wildlife tracking and telemetry system : a wireless network approach

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    Includes abstract.Includes bibliographical references (p. 239-261).Motivated by the diversity of animals, a hybrid wildlife tracking system, EcoLocate, is proposed, with lightweight VHF-like tags and high performance GPS enabled tags, bound by a common wireless network design. Tags transfer information amongst one another in a multi-hop store-and-forward fashion, and can also monitor the presence of one another, enabling social behaviour studies to be conducted. Information can be gathered from any sensor variable of interest (such as temperature, water level, activity and so on) and forwarded through the network, thus leading to more effective game reserve monitoring. Six classes of tracking tags are presented, varying in weight and functionality, but derived from a common set of code, which facilitates modular tag design and deployment. The link between the tags means that tags can dynamically choose their class based on their remaining energy, prolonging lifetime in the network at the cost of a reduction in function. Lightweight, low functionality tags (that can be placed on small animals) use the capabilities of heavier, high functionality devices (placed on larger animals) to transfer their information. EcoLocate is a modular approach to animal tracking and sensing and it is shown how the same common technology can be used for diverse studies, from simple VHF-like activity research to full social and behavioural research using wireless networks to relay data to the end user. The network is not restricted to only tracking animals – environmental variables, people and vehicles can all be monitored, allowing for rich wildlife tracking studies

    Design of Combined Coverage Area Reporting and Geo-casting of Queries for Wireless Sensor Networks

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    In order to efficiently deal with queries or other location dependent information, it is key that the wireless sensor network informs gateways what geographical area is serviced by which gateway. The gateways are then able to e.g. efficiently route queries which are only valid in particular regions of the deployment. The proposed algorithms combine coverage area reporting and geographical routing of queries which are injected by gateways.\u
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