Chandler, Angie and Finney, Joseph (2005) Rendezvous: supporting real-time collaborative mobile gaming in high latency environments. In: ACE '05 Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology. ACM, New York, pp. 310-313. ISBN 1-59593-110-4Full text not available from this repository.
Despite the ever increasing popularity of handheld, networked gaming consoles, fully interactive real-time, multiplayer games designed for these platforms have yet to become a reality. This is primarily caused by the reliance of these handheld devices on telecoms networks such as GPRS and 3G to enable communications between players, introducing network latencies beyond the capacity of existing games and supporting consistency mechanisms to operate successfully.This paper motivates the need for a new approach to consistency in mobile multiplayer gaming environments, and introduces Rendezvous, a novel solution to the high latency consistency problem, based on the concept of elegant recovery from an inconsistent shared state, rather than the more traditional approach of prevention of the initial inconsistency. The paper goes on to present preliminary design, implementation and evaluation of Rendezvous, with respect to its application to a mobile real-time multiplayer game written for the smart phone platform called Knockabout.
|Item Type:||Contribution in Book/Report/Proceedings|
|Subjects:||Q Science > QA Mathematics > QA75 Electronic computers. Computer science|
|Departments:||Faculty of Science and Technology > School of Computing & Communications|
|Deposited On:||02 Oct 2012 16:57|
|Last Modified:||04 Dec 2016 02:44|
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