Synchronization medium: A consistency maintenance component for mobile multiplayer games

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Abstract

In multiplayer games, where many players take part in a game while communicating through a network, the players may have an inconsistent view of the game world because of the communication delays across the network. This problem of inconsistency is even more crucial when playing on a mobile phone via a 3G network where the communication delays can be of several seconds. Consistency maintenance algorithms must be used to have a uniform view of the game world. These algorithms are very complex and hard to program. In this paper, we discuss different consistency maintenance algorithms from the point of view of mobile devices and present an approach where the consistency concern is handled separately by a distributed component called synchronization medium, which is responsible for communication as well as consistency maintenance. The game logic components interact with the synchronization medium to communicate between them and synchronize their data. We argue that this separation of concerns reduces the burden on the game developer. Moreover, a medium offers a generic interface and is designed to be easily reused for different game applications. Finally, using a medium, different consistency maintenance approaches can be tested and compared easily for experimentation.

Original languageEnglish
Title of host publicationProceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07
Pages99-104
Number of pages6
DOIs
Publication statusPublished - 1 Dec 2007
Externally publishedYes
Event6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07 - Melbourne, VIC, Australia
Duration: 19 Sept 200720 Sept 2007

Publication series

NameProceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07

Conference

Conference6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07
Country/TerritoryAustralia
CityMelbourne, VIC
Period19/09/0720/09/07

Keywords

  • Communication abstraction
  • Data synchronization
  • Latency hiding
  • Medium
  • Multiplayer mobile games

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