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
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Synchronization medium: a consistency maintenance component for mobile multiplayer games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Mirrored arbiter architecture: a network architecture for large scale multiplayer games
Proceedings of the 2007 Summer Computer Simulation Conference
The playing session: enhanced playability for mobile gamers in massive metaverses
International Journal of Computer Games Technology - Networking for Computer Games
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
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The widespread use of mobile phones and the ubiquity of the Internet are paving the way for an increased use of distributed virtual environments such as multiplayer games over wireless networks. The traditional architectures for such systems are not good enough to provide fairness and consistency to mobile users because of the high latency and frequent disconnections in wireless networks. Also it is not trivial to provide a central control over the game, as usually preferred by many game companies, without compromising the scalability of the game services. In this paper, we suggest a hybrid game architecture that maintains centralized control over the game while maintaining a good playability level of the game in case of frequent disconnections and user mobility. Our proposed approach has a centralized server related to the administrative control and several game session servers geographically spread; the game users are connected to the nearby session server for playing the game. A mimicking engine is put in action in case of disconnection. We present some evaluation results concerning the impact of a disconnection and show that our approach allows for session continuity after some reasonable reconfiguration time.