Chord: A scalable peer-to-peer lookup service for internet applications
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
A scalable content-addressable network
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Scalable Service Discovery for MANET
PERCOM '05 Proceedings of the Third IEEE International Conference on Pervasive Computing and Communications
On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Performance analysis of game world partitioning methods for multiplayer mobile gaming
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
International Journal of Computer Games Technology
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The importance of mobile (phone) games is rapidly growing over the last years. One of the current evolutions is getting away from the pure solo content of the current games and creating possibilities to play together. However there are different ways to connect players in a mobile environment. With the growing interest comes the need for more efficient techniques to handle common issues like latency, data distribution and other requirements of multimedia real time applications. Those solutions should also provide viable ideas to other non-gaming related problem fields. This paper will introduce the CAN (Content Addressable Network) technique in the gaming sector. Therefore, we combine the very efficient CAN peer to peer strategy with a real time application (Conquer the tag). We will show how the addressed issues can be solved with our approach. Furthermore we will compare CAN to other P2P architectures like Pastry and Chord.