ACM Transactions on Programming Languages and Systems (TOPLAS)
Virtual time II: storage management in conservative and optimistic systems
PODC '90 Proceedings of the ninth annual ACM symposium on Principles of distributed computing
A framework for undoing actions in collaborative systems
ACM Transactions on Computer-Human Interaction (TOCHI)
NPSNET: a multi-player 3D virtual environment over the Internet
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
The need for real time consistency management in P2P mobile gaming environments
Proceedings of the 2004 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
Design of a cheat-resistant P2P online gaming system
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
The playing session: enhanced playability for mobile gamers in massive metaverses
International Journal of Computer Games Technology - Networking for Computer Games
Persistence in massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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It is well understood that distributed multiplayer games, as soft real-time systems, require a degree of support from the underlying network in order to function correctly, in terms of predictable end to end bandwidth, latency and jitter. In a mobile environment, such applications face even greater challenges, as the latency of wireless networks is much higher than their wireline counterparts, jitter is often much higher due to network handoff and bandwidth is at a premium. In fact, the latency of many wide area wireless networks is beyond the tolerance of most multiplayer games, rendering such applications unusable.This paper presents the design and experimental evaluation of Rendezvous, a novel decentralized consistency management mechanism that enables the collaboration of multiple players in mobile real-time games, even in a high latency environment. The operation of the mechanism is validated through the analysis of a real world example - a distributed mobile multiplayer soccer game called Knockabout, which is designed to operate on the Smartphone platform. Experimental results are included not only comparing Rendezvous to an existing consistency mechanism, but also measuring the length of network delay tolerated by the platform and its effect on the players.