6 research outputs found

    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

    Interactivity-Loss Avoidance in Event Delivery Synchronization for Mirrored Game Architectures

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    Since the expansion of their market and their challenging requirements, massively multiplayer online games are gaining increasing attention in the scientific community. One of the key factors in this kind of application is represented by the ability to rapidly deliver game events among the various players over the network. Employing in this context mirrored game server architectures and adapting RED (random early detection) techniques borrowed from network queuing management, we are able to show sensible benefits in upholding interactivity and scalability, whilst preserving game state consistency and game evolution fluency at the player's sid

    Interactivity-Loss Avoidance in Event Delivery Synchronization for Mirrored Game Architectures

    No full text
    Since the expansion of their market and their challenging requirements, Massively Multiplayer Online Games are gaining increasing attention in the scientific community. One of the key factors in this kind of application is represented by the ability to rapidly deliver game events among the various players over the network. Employing in this context Mirrored Game Server architecture and adapting RED (Random Early Detection) techniques borrowed from network queuing management, we are able to show sensible benefits in upholding interactivity and scalability, whilst preserving game state consistency and game evolution fluency at the player's side

    Interactivity-Loss Avoidance in Event Delivery Synchronization for Mirrored Game Architectures

    No full text
    Since the expansion of their market and their challenging requirements, Massively Multiplayer Online Games are gaining increasing attention in the scientific community. One of the key factors in this kind of application is represented by the ability to rapidly deliver game events among the various players over the network. Employing in this context Mirrored Game Server architectures and adapting RED (Random Early Detection) techniques borrowed from network queuing management, we are able to show sensible benefits in upholding interactivity and scalability, whilst preserving game state consistency and game evolution fluency at the player's side

    Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures

    No full text
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