A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A traffic model for the Xbox game Halo 2
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
FILA in gameland, a holistic approach to a problem of many dimensions
Computers in Entertainment (CIE) - 3rd anniversary issue
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
A Client Framework for Massively Multiplayer Online Games on Mobile Devices
ICCIT '07 Proceedings of the 2007 International Conference on Convergence Information Technology
The Brave New World of Multiplayer Online Games: Synchronization Issues with Smart Solutions
ISORC '08 Proceedings of the 2008 11th IEEE Symposium on Object Oriented Real-Time Distributed Computing
The fun of using TCP for an MMORPG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Evaluating dead reckoning variations with a multi-player game simulator
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
A synchronization protocol for supporting peer-to-peer multiplayer online games in overlay networks
Proceedings of the second international conference on Distributed event-based systems
How to let gamers play in infrastructure-based vehicular networks
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
A Web 2.0, Location-Based Architecture for a Seamless Discovery of Points of Interests
AICT '09 Proceedings of the 2009 Fifth Advanced International Conference on Telecommunications
IEEE Wireless Communications
Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures
IEEE Transactions on Multimedia
The "Always Best Packet Switching" architecture for SIP-based mobile multimedia services
Journal of Systems and Software
Distributed computing in the 21st century: some aspects of cloud computing
Dependable and Historic Computing
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Mobile games are characterized by the need to exploit responsive and reliable communication protocols, in order to guarantee that players can perceive a fluid and dynamic game-play evolution. Current approaches to the provision of support for this kind of real-time applications are generally based on the use of a single wireless network, as the transit from a network to another (or even changing the network service provider, while using the same network interface) causes a temporary reconfiguration of both the operating system and the network interface it is exploiting. This indeed results in a pause of game events processing at the application (game) level, which may give rise to a jerky game evolution. In order to overcome this problem, in this paper we propose the use of a cross-layer architecture which allows mobile devices to concurrently exploit different network interfaces so as to offer seamless and uninterrupted communications among the entities involved in the game. A smart adaptation algorithm balances the load between different network interfaces, based on the performances these are offering. The proposed approach can be viably implemented in client/server as well as in mirrored game server architectures. Experimental results conducted on a real field confirm both the adequacy and the effectiveness of our proposal.