99 research outputs found

    Optimal configuration of active and backup servers for augmented reality cooperative games

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    Interactive applications as online games and mobile devices have become more and more popular in recent years. From their combination, new and interesting cooperative services could be generated. For instance, gamers endowed with Augmented Reality (AR) visors connected as wireless nodes in an ad-hoc network, can interact with each other while immersed in the game. To enable this vision, we discuss here a hybrid architecture enabling game play in ad-hoc mode instead of the traditional client-server setting. In our architecture, one of the player nodes also acts as the server of the game, whereas other backup server nodes are ready to become active servers in case of disconnection of the network i.e. due to low energy level of the currently active server. This allows to have a longer gaming session before incurring in disconnections or energy exhaustion. In this context, the server election strategy with the aim of maximizing network lifetime is not so straightforward. To this end, we have hence analyzed this issue through a Mixed Integer Linear Programming (MILP) model and both numerical and simulation-based analysis shows that the backup servers solution fulfills its design objective

    Editorial

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    Enhancing Artificial Intelligence on a Real Mobile Game

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    Mobile games represent a killer application that is attracting millions of subscribers worldwide. One of the aspects crucial to the commercial success of a game is ensuring an appropriately challenging artificial intelligence (AI) algorithm against which to play. However, creating this component is particularly complex as classic search AI algorithms cannot be employed by limited devices such as mobile phones or, even on more powerful computers, when considering imperfect information games (i.e., games in which participants do not a complete knowledge of the game state at any moment). In this paper, we propose to solve this issue by resorting to a machine learning algorithm which uses profiling functionalities in order to infer the missing information, thus making the AI able to efficiently adapt its strategies to the human opponent. We studied a simple and computationally light machine learning method that can be employed with success, enabling AI improvements for imperfect information games even on mobile phones. We created a mobile phone-based version of a game calledGhostsand present results which clearly show the ability of our algorithm to quickly improve its own predictive performance as far as the number of games against the same human opponent increases

    Web Content Search and Adaptation for IDTV: One Step Forward in the Mediamorphosis Process toward Personal-TV

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    We are on the threshold of a mediamorphosis that will revolutionize the way we interact with our TV sets. The combination between interactive digital TV (IDTV) and the Web fosters the development of new interactive multimedia services enjoyable even through a TV screen and a remote control. Yet, several design constraints complicate the deployment of this new pattern of services. Prominent unresolved issues involve macro-problems such as collecting information on the Web based on users' preferences and appropriately presenting retrieved Web contents on the TV screen. To this aim, we propose a system able to dynamically convey contents from the Web to IDTV systems. Our system presents solutions both for personalized Web content search and automatic TV-format adaptation of retrieved documents. As we demonstrate through two case study applications, our system merges the best of IDTV and Web domains spinning the TV mediamorphosis toward the creation of the personal-TV concept

    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

    Revamping Cloud Gaming with Distributed Engines

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    While cloud gaming has brought considerable advantages for its customers, from the point of view of cloud providers, multiple aspects related to infrastructure management still fall short of such kind of service. Indeed, differently from traditional cloud-ready applications, modern game engines are still based on monolithic software architectures. This aspect precludes the applicability of fine-grained resource management and service orchestration schemes, ultimately leading to poor cost-effectiveness. To mitigate these shortcomings, we propose a Cloud-Oriented Distributed Engine for Gaming (CODEG). Thanks to its distributed nature, CODEG is capable of fully exploiting the resource heterogeneity present in cloud data centers, while providing the possibility of spanning its service on multiple network layers up to the edge clouds

    Analysis of ECN/RED and SAP-LAW with simultaneous TCP and UDP traffic

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    Internetworking often requires a large amount of users to share a common gateway to obtain connectivity to the Internet. Congestion avoidance mechanisms are used to prevent the saturation of the gateway which represents a bottleneck of the system. The most popular congestion avoidance mechanisms are the Explicit Congestion Notification (ECN) and the Random Early Detection (RED). Recently, a new method for the congestion avoidance has been proposed: the Smart Access Point with Limited Advertised Window (SAP-LAW). The main idea is to hijack the acknowledge packets in the TCP connections in order to artificially reduce the advertised destination window according to some bandwidth allocation policy. Therefore, the flux control mechanism is artificially exploited to control the congestion at the bottleneck. The advantage of this approach is that it does not require any modification in the TCP implementations at the clients. In this paper, we propose stochastic models for the ECN/RED and SAP-LAW mechanisms in order to compare their performances under different scenarios. The models are studied in mean field regime, i.e., under a great number of TCP connections and UDP based transmissions. Augmenting previous work on ECN/RED, we consider the presence of UDP traffic with bursts, and short lived TCP connections. The models for SAP-LAW are totally new. The comparison is performed in terms of different performance indices including average queue length, system throughput and expected queuing time.Internetworking often requires a large amount of users to share a common gateway to obtain connectivity to the Internet. Congestion avoidance mechanisms are used to prevent the saturation of the gateway which represents a bottleneck of the system. The most popular congestion avoidance mechanisms are the Explicit Congestion Notification (ECN) and the Random Early Detection (RED). Recently, a new method for the congestion avoidance has been proposed: the Smart Access Point with Limited Advertised Window (SAP-LAW). The main idea is to hijack the acknowledge packets in the TCP connections in order to artificially reduce the advertised destination window according to some bandwidth allocation policy. Therefore, the flux control mechanism is artificially exploited to control the congestion at the bottleneck. The advantage of this approach is that it does not require any modification in the TCP implementations at the clients. In this paper, we propose stochastic models for the ECN/RED and SAP-LAW mechanisms in order to compare their performances under different scenarios. The models are studied in mean field regime, i.e., under a great number of TCP connections and UDP based transmissions. Augmenting previous work on ECN/RED, we consider the presence of UDP traffic with bursts, and short lived TCP connections. The models for SAP-LAW are totally new. The comparison is performed in terms of different performance indices including average queue length, system throughput and expected queuing time. (C) 2016 Elsevier B.V. All rights reserved

    Flying ad-hoc network application scenarios and mobility models

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    [EN] Flying ad-hoc networks are becoming a promising solution for different application scenarios involving unmanned aerial vehicles, like urban surveillance or search and rescue missions. However, such networks present various and very specific communication issues. As a consequence, there are several research studies focused on analyzing their performance via simulation. Correctly modeling mobility is crucial in this context and although many mobility models are already available to reproduce the behavior of mobile nodes in an ad-hoc network, most of these models cannot be used to reliably simulate the motion of unmanned aerial vehicles. In this article, we list the existing mobility models and provide guidance to understand whether they could be actually adopted depending on the specific flying ad-hoc network application scenarios, while discussing their advantages and disadvantages.Bujari, A.; Tavares De Araujo Cesariny Calafate, CM.; Cano, J.; Manzoni, P.; Palazzi, CE.; Ronzani, D. (2017). Flying ad-hoc network application scenarios and mobility models. International Journal of Distributed Sensor Networks. 13(10):1-17. doi:10.1177/1550147717738192S117131

    Supplement: "Localization and broadband follow-up of the gravitational-wave transient GW150914" (2016, ApJL, 826, L13)

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    This Supplement provides supporting material for Abbott et al. (2016a). We briefly summarize past electromagnetic (EM) follow-up efforts as well as the organization and policy of the current EM follow-up program. We compare the four probability sky maps produced for the gravitational-wave transient GW150914, and provide additional details of the EM follow-up observations that were performed in the different bands

    Hard color-singlet exchange in dijet events in proton-proton collisions at root s=13 TeV

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    Events where the two leading jets are separated by a pseudorapidity interval devoid of particle activity, known as jet-gap-jet events, are studied in proton-proton collisions at root s = 13 TeV. The signature is expected from hard color-singlet exchange. Each of the highest transverse momentum (p(T)) jets must have p(T)(jet) > 40 GeV and pseudorapidity 1.4 0.2 GeV in the interval vertical bar eta vertical bar < 1 between the jets are observed in excess of calculations that assume only color-exchange. The fraction of events produced via color-singlet exchange, f(CSE), is measured as a function of p(T)(jet2), the pseudorapidity difference between the two leading jets, and the azimuthal angular separation between the two leading jets. The fraction f(CSE) has values of 0.4-1.0%. The results are compared with previous measurements and with predictions from perturbative quantum chromodynamics. In addition, the first study of jet-gap-jet events detected in association with an intact proton using a subsample of events with an integrated luminosity of 0.40 pb(-1) is presented. The intact protons are detected with the Roman pot detectors of the TOTEM experiment. The f(CSE) in this sample is 2.91 +/- 0.70(stat)(-1.01)(+1.08)(syst) times larger than that for inclusive dijet production in dijets with similar kinematics.Peer reviewe
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