Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
Amaze: A Multiplayer Computer Game
IEEE Software
Assessment of MANET broadcast schemes in the application context of multiplayer video games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Switchboard: a matchmaking system for multiplayer mobile games
MobiSys '11 Proceedings of the 9th international conference on Mobile systems, applications, and services
Demo: Sword fight with smartphones
Proceedings of the 9th ACM Conference on Embedded Networked Sensor Systems
MicroCast: cooperative video streaming on smartphones
Proceedings of the 10th international conference on Mobile systems, applications, and services
A context-rich and extensible framework for spontaneous smartphone networking
Computer Communications
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Smartphones are an ideal platform for local multiplayer games, thanks to their computational and networking capabilities as well as their popularity and portability. However, existing game engines do not exploit the locality of players to improve game latency. In this paper, we propose MicroPlay, a complete networking framework for local multiplayer mobile games. To the best of our knowledge, this is the first framework that exploits local connections between smartphones, and in particular, the broadcast nature of the wireless medium, to provide smooth, accurate rendering of all players with two desired properties. First, it performs direct-input rendering (i.e., without any inter- or extrapolation of game state) for all players; second, it provides very low game latency. We implement a MicroPlay prototype on Android phones, as well as an example multiplayer car racing game, called Racer, in order to demonstrate MicroPlay's capabilities. Our experiments show that cars can be rendered smoothly, without any prediction of state, and with only 20-30 ms game latency.