IDMaps: a global internet host distance estimation service
IEEE/ACM Transactions on Networking (TON)
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
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
Programming interactive real-time games over WLAN for pocket PCs with J2ME and .NET CF
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Pervasive games in a mote-enabled virtual world using tuple space middleware
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Assigning game server roles in mobile ad-hoc networks
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
An Overview of MANETs Simulation
Electronic Notes in Theoretical Computer Science (ENTCS)
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Mobile devices are gaining popularity and it is expected that the number of these devices will grow even more in the next few years. While very different types of mobile devices exist, it can be expected that most of them will have sooner or later sufficient processing and communication resources to be used as clients for distributed multi-player games. We expect that ad-hoc networks will be of particular interest for many game scenarios since clients which are in sufficiently close proximity are then able to communicate directly or via a limited number of hops without the need of further, externally provided infrastructure.In this paper we study problems that appear for games in ad-hoc networks and present an architecture designed to address and solve the identified problems. Usual game architectures follow one of two approaches: 1. A central server design where the server receives the state change events from the users, recalculates the overall state and distributes the changes in the game state to the players. 2. A completely distributed model where every player sends state changes directly to all the other players. However, we believe that both approaches have problems, especially for games in adhoc networks.We propose to introduce the concept of a 'Zone Server'. I.e., some players are elected as Zone Servers. Each Zone Server receives the state change of only a group of players. It also communicates with the others to propagate the game state changes to all the players. Issues we are addressing are the location of Zone Servers and the communication between players and Zone Servers.