The broadcast storm problem in a mobile ad hoc network
MobiCom '99 Proceedings of the 5th annual ACM/IEEE international conference on Mobile computing and networking
Geocasting in Mobile Ad Hoc Networks: Location-Based Multicast Algorithms
WMCSA '99 Proceedings of the Second IEEE Workshop on Mobile Computer Systems and Applications
Ad Hoc Wireless Networks: Architectures and Protocols
Ad Hoc Wireless Networks: Architectures and Protocols
Rteq: modeling and validating infinite-state hard-real-time systems
Proceedings of the twenty-second IEEE/ACM international conference on Automated software engineering
Validating Real Time Specifications using Real Time Event Queue Modeling
ASE '08 Proceedings of the 2008 23rd IEEE/ACM International Conference on Automated Software Engineering
Cheating attacks and resistance techniques in GeoGame design
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Software engineering challenges of multi-player outdoor smartphone games
Proceedings of the 1st International Workshop on Games and Software Engineering
A point-and-shoot weapon design for outdoor multi-player smartphone games
Proceedings of the 6th International Conference on Foundations of Digital Games
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A mobile ad hoc network (MANET) enables novel applications in situations and venues that do not lend themselves to traditional networking, such as deployed military training, first responder communications at disaster sites, and even tactical military and police communications. In a MANET, mobile nodes relay each others' packets instead of each having to send its traffic through an infrastructure point. This relaying, however, can result in unacceptable latency and connectivity gaps when the area of operations is large. Geocast is a network protocol that replaces IP addressing: a packet is delivered to all nodes occupying a designated geocast region. However, geocast over large areas can suffer from the problems mentioned above when implemented in a flat network. This paper describes a new tiered geocast protocol that combines a novel mix of geocast heuristics for controlling transmissions with decision rules for bridging packets onto a long range subnetwork for long haul transport. This paper describes the tiered geocast algorithm, the design insights necessary to implement it in the real world, and an extensive simulation study of the protocol supporting two applications from the One Tactical Engagement Simulation System (OneTESS) military training system.