Consistency control for distributed interactive media
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We propose to take advantage of the distributed multi-user Skype system for the implementation of an interactive online game. Skype combines efficient multi-peer support with the ability to get around firewalls and network address translation; in addition, speech is available to all game participants for free. We discuss the network requirements of interactive multi-player games, in particular concerning end-to-end delay and distributed state maintenance. We then introduce the multi-user support available in Skype and conclude that it should suffice for a game implementation. We explain how our multi-player game based on the Irrlicht graphics engine was implemented over Skype, and we present very promising results of an early performance evaluation.