ACM Transactions on Programming Languages and Systems (TOPLAS)
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PODC '96 Proceedings of the fifteenth annual ACM symposium on Principles of distributed computing
Consistency control for distributed interactive media
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
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NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Massively Multiplayer Game Developemnt
Massively Multiplayer Game Developemnt
Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games
ICNP '02 Proceedings of the 10th IEEE International Conference on Network Protocols
How to Keep a Dead Man from Shooting
IDMS '00 Proceedings of the 7th International Workshop on Interactive Distributed Multimedia Systems and Telecommunication Services
A Gaming Framework for a Transactional DSM System
CCGRID '03 Proceedings of the 3st International Symposium on Cluster Computing and the Grid
Distributed Systems Support for Networked Games
HOTOS '97 Proceedings of the 6th Workshop on Hot Topics in Operating Systems (HotOS-VI)
Improving Performance of TCP over Wireless Networks
ICDCS '97 Proceedings of the 17th International Conference on Distributed Computing Systems (ICDCS '97)
Games of War and Peace: Large Scale Simulation over the Internet
VSMM '01 Proceedings of the Seventh International Conference on Virtual Systems and Multimedia (VSMM'01)
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Low latency and cheat-proof event ordering for peer-to-peer games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
The effects of latency on online madden NFL football
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Lightweight QoS-support for networked mobile gaming
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Low Latency Optimisation of Content Based Publish Subscribe for Real-Time Mobile Gaming Applications
ICDCSW '05 Proceedings of the Fourth International Workshop on Distributed Event-Based Systems (DEBS) (ICDCSW'05) - Volume 04
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Collision detection and proximity queries
ACM SIGGRAPH 2004 Course Notes
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
Managing latency and fairness in networked games
Communications of the ACM - Entertainment networking
A Performance Comparison of TCP Protocols over Mobile Ad Hoc Wireless Networks
CERMA '06 Proceedings of the Electronics, Robotics and Automotive Mechanics Conference - Volume 02
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Rendezvous: supporting real-time collaborative mobile gaming in high latency environments
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
CAN mobile gaming be improved?
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
An Online Community as a New Tribalism: The World of Warcraft
HICSS '07 Proceedings of the 40th Annual Hawaii International Conference on System Sciences
UbiSettlers--A Dynamically Adapting Mobile P2P Multiplayer Game for Hybrid Networks
PERCOMW '07 Proceedings of the Fifth IEEE International Conference on Pervasive Computing and Communications Workshops
Shift Coding: Efficient State Update in Mobile Peer-to-Peer Multiplayer Games
ICPPW '07 Proceedings of the 2007 International Conference on Parallel Processing Workshops
SERA '07 Proceedings of the 5th ACIS International Conference on Software Engineering Research, Management & Applications
Improving TCP/IP Performance over Third-Generation Wireless Networks
IEEE Transactions on Mobile Computing
Samurai Romanesque, J2ME, and the Battle for Mobile Cyberspace
IEEE Computer Graphics and Applications
Research on High-accuracy Position Prediction Algorithm in Online Game
ISECS '08 Proceedings of the 2008 International Symposium on Electronic Commerce and Security
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
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This paper describes results and experiences from designing, implementing, and testing a multiplayer real-time game over mobile networks with high latency. The paper reports on network latency and bandwidth measurements from playing the game live over GPRS, EDGE, UMTS, and WLAN using the TCP and the UDP protocols. These measurements describe the practical constraints of various wireless networks and protocols when used for mobile multiplayer game purposes. Further, the paper reports on experiences from implementing various approaches to minimize issues related to high latency. Specifically, the paper focuses on a discussion about how much of the game should run locally on the client versus on the server to minimize the load on the mobile device and obtain sufficient consistency in the game. The game was designed to reveal all kinds of implementation issues of mobile network multiplayer games. The goal of the game is for a player to push other players around and into traps where they loose their lives. The game relies heavily on collision detection between the players and game objects. The paper presents experiences from experimenting with various approaches that can be used to handle such collisions, and highlights the advantages and disadvantages of the various approaches.