Data caching issues in an information retrieval system
ACM Transactions on Database Systems (TODS)
Bounded ignorance: a technique for increasing concurrency in a replicated system
ACM Transactions on Database Systems (TODS)
Escrow techniques for mobile sales and inventory applications
Wireless Networks
Design and evaluation of a conit-based continuous consistency model for replicated services
ACM Transactions on Computer Systems (TOCS)
State replication for multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems
Middleware '01 Proceedings of the IFIP/ACM International Conference on Distributed Systems Platforms Heidelberg
A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
ACM Computing Surveys (CSUR)
Locality aware dynamic load management for massively multiplayer games
Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming
Practical Middleware for Massively Multiplayer Online Games
IEEE Internet Computing
Programming interactive real-time games over WLAN for pocket PCs with J2ME and .NET CF
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
The costs and limits of availability for replicated services
ACM Transactions on Computer Systems (TOCS)
Reservations for Conflict Avoidance in a Mobile Database System
Proceedings of the 1st international conference on Mobile systems, applications and services
Matrix: adaptive middleware for distributed multiplayer games
Proceedings of the ACM/IFIP/USENIX 2005 International Conference on Middleware
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
A dynamic approach to consistency management for mobile multiplayer games
NOTERE '08 Proceedings of the 8th international conference on New technologies in distributed systems
Data-aware connectivity in mobile replicated systems
Proceedings of the Eighth ACM International Workshop on Data Engineering for Wireless and Mobile Access
Meaningful metrics for evaluating eventual consistency
Euro-Par'10 Proceedings of the 16th international Euro-Par conference on Parallel processing: Part II
Integration of P2P and clouds to support massively multiuser virtual environments
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Adaptive semantics-aware management for web caches and wikis
Proceedings of the 12th International Workshop on Adaptive and Reflective Middleware
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Developing distributed multiplayer games for ad-hoc networks is challenging. Consistency of the replicated shared state is hard to ensure at a low cost. Current consistency models and middleware systems lack the required adaptability and efficiency when applied to ad-hoc gaming. Hence, developing such robust applications is still a daunting task. We propose i) Vector-Field Consistency (VFC), a new consistency model, and ii) the Mobihoc middleware to ease the programming effort of these games, while ensuring the consistency of replicated objects. VFC unifies i) several forms of consistency enforcement and a multi-dimensional criteria (time, sequence and value) to limit replica divergence, with ii) techniques based on locality-awareness (w.r.t. players position). Mobihoc adopts VFC and provides game programmers the abstractions to manage game state easily and efficiently. A Mobihoc prototype and a demonstrating game were developed and evaluated. The results obtained are very encouraging.