On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Publish/subscribe scheme for mobile networks
Proceedings of the second ACM international workshop on Principles of mobile computing
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Publish/subscribe in a mobile environment
Wireless Networks - Special issue: Pervasive computing and communications
Mitigating information exposure to cheaters in real-time strategy games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
Multimedia Tools and Applications
Publish/subscribe architecture for mobile ad hoc networks
Proceedings of the 2008 ACM symposium on Applied 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
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
K-Tree Trunk and a Distributed Algorithm for Effective Overlay Multicast on Mobile Ad Hoc Networks
ISPAN '08 Proceedings of the The International Symposium on Parallel Architectures, Algorithms, and Networks
Frugal event dissemination in a mobile environment
Proceedings of the ACM/IFIP/USENIX 2005 International Conference on Middleware
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
Using a market economy to provision compute resources across planet-wide clusters
IPDPS '09 Proceedings of the 2009 IEEE International Symposium on Parallel&Distributed Processing
A structured mesh overlay network for P2P applications on mobile ad hoc networks
ICDCIT'07 Proceedings of the 4th international conference on Distributed computing and internet technology
The "Always Best Packet Switching" architecture for SIP-based mobile multimedia services
Journal of Systems and Software
AAMAS'04 Proceedings of the 6th AAMAS international conference on Agent-Mediated Electronic Commerce: theories for and Engineering of Distributed Mechanisms and Systems
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures
IEEE Transactions on Multimedia
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Mobile gaming presents a number of main issues which remain open. These are concerned mainly with connectivity, computational capacities, memory and battery constraints. In this paper, we discuss the design of a fully distributed approach for the support of mobile Multiplayer Online Games (MOGs). In mobile environments, several features might be exploited to enable resource sharing among multiple devices/game consoles owned by different mobile users. We show the advantages of trading computing/networking facilities among mobile players. This operation mode opens a wide number of interesting sharing scenarios, thus promoting the deployment of novel mobile online games. In particular, once mobile nodes make their resource available for the community, it becomes possible to distribute the software modules that compose the game engine. This allows to distribute the workload for the game advancement management. We claim that resource sharing is in unison with the idea of ludic activity that is behind MOGs. Hence, such schemes can be profitably employed in these contexts.