TY - GEN
T1 - A session server architecture for mobile distributed virtual environments
AU - Khan, Abdul Malik
AU - Chabridon, Sophie
AU - Beugnard, Antoine
PY - 2010/12/1
Y1 - 2010/12/1
N2 - The widespread use of mobile phones and the ubiquity of the Internet are paving the way for an increased use of distributed virtual environments such as multiplayer games over wireless networks. The traditional architectures for such systems are not good enough to provide fairness and consistency to mobile users because of the high latency and frequent disconnections in wireless networks. Also it is not trivial to provide a central control over the game, as usually preferred by many game companies, without compromising the scalability of the game services. In this paper, we suggest a hybrid game architecture that maintains centralized control over the game while maintaining a good playability level of the game in case of frequent disconnections and user mobility. Our proposed approach has a centralized server related to the administrative control and several game session servers geographically spread; the game users are connected to the nearby session server for playing the game. A mimicking engine is put in action in case of disconnection. We present some evaluation results concerning the impact of a disconnection and show that our approach allows for session continuity after some reasonable reconfiguration time.
AB - The widespread use of mobile phones and the ubiquity of the Internet are paving the way for an increased use of distributed virtual environments such as multiplayer games over wireless networks. The traditional architectures for such systems are not good enough to provide fairness and consistency to mobile users because of the high latency and frequent disconnections in wireless networks. Also it is not trivial to provide a central control over the game, as usually preferred by many game companies, without compromising the scalability of the game services. In this paper, we suggest a hybrid game architecture that maintains centralized control over the game while maintaining a good playability level of the game in case of frequent disconnections and user mobility. Our proposed approach has a centralized server related to the administrative control and several game session servers geographically spread; the game users are connected to the nearby session server for playing the game. A mimicking engine is put in action in case of disconnection. We present some evaluation results concerning the impact of a disconnection and show that our approach allows for session continuity after some reasonable reconfiguration time.
KW - Consistency algorithms
KW - Data synchronization
KW - Mobile distributed virtual environments
KW - Mobile multiplayer games
U2 - 10.1145/1967486.1967611
DO - 10.1145/1967486.1967611
M3 - Conference contribution
AN - SCOPUS:79956026234
SN - 9781450304214
T3 - iiWAS2010 - 12th International Conference on Information Integration and Web-Based Applications and Services
SP - 772
EP - 775
BT - iiWAS2010 - 12th International Conference on Information Integration and Web-Based Applications and Services
T2 - 12th International Conference on Information Integration and Web-Based Applications and Services, iiWAS2010
Y2 - 8 November 2010 through 10 November 2010
ER -