On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
An Architecture and a Process for Implementing Distributed Collaborations
EDOC '02 Proceedings of the 6th International Enterprise Distributed Object Computing Conference
Using a Position History-Based Protocol for Distributed Object Visualization
Using a Position History-Based Protocol for Distributed Object Visualization
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
GASP: un intergiciel pour les jeux en réseaux multijoueurs sur téléphones mobiles
UbiMob '05 Proceedings of the 2nd French-speaking conference on Mobility and ubiquity computing
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
Plug-replaceable consistency maintenance for multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
A dynamic approach to consistency management for mobile multiplayer games
NOTERE '08 Proceedings of the 8th international conference on New technologies in distributed systems
Adaptable client-server architecture for mobile multiplayer games
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Proceedings of the ACM 2011 conference on Computer supported cooperative work
A session server architecture for mobile distributed virtual environments
Proceedings of the 12th International Conference on Information Integration and Web-based Applications & Services
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In multiplayer games, where many players take part in a game while communicating through a network, the players may have an inconsistent view of the game world because of the communication delays across the network. This problem of inconsistency is even more crucial when playing on a mobile phone via a 3G network where the communication delays can be of several seconds. Consistency maintenance algorithms must be used to have a uniform view of the game world. These algorithms are very complex and hard to program. In this paper, we discuss different consistency maintenance algorithms from the point of view of mobile devices and present an approach where the consistency concern is handled separately by a distributed component called synchronization medium, which is responsible for communication as well as consistency maintenance. The game logic components interact with the synchronization medium to communicate between them and synchronize their data. We argue that this separation of concerns reduces the burden on the game developer. Moreover, a medium offers a generic interface and is designed to be easily reused for different game applications. Finally, using a medium, different consistency maintenance approaches can be tested and compared easily for experimentation.