Vector-field consistency for ad-hoc gaming

16Citations
Citations of this article
27Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

Developing distributed multiplayer games for ad-hoc networks is challenging. Consistency of the replicated shared state is hard to ensure at a low cost. Current consistency models and middleware systems lack the required adaptability and efficiency when applied to ad-hoc gaming. Hence, developing such robust applications is still a daunting task. We propose i) Vector-Field Consistency (VFC), a new consistency model, and ii) the Mobihoc middleware to ease the programming effort of these games, while ensuring the consistency of replicated objects. VFC unifies i) several forms of consistency enforcement and a multi-dimensional criteria (time, sequence and value) to limit replica divergence, with ii) techniques based on locality-awareness (w.r.t. players position). Mobihoc adopts VFC and provides game programmers the abstractions to manage game state easily and efficiently. A Mobihoc prototype and a demonstrating game were developed and evaluated. The results obtained are very encouraging. © IFIP International Federation for Information Processing 2007.

Cite

CITATION STYLE

APA

Santos, N., Veiga, L., & Ferreira, P. (2007). Vector-field consistency for ad-hoc gaming. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4834 LNCS, pp. 80–100). Springer Verlag. https://doi.org/10.1007/978-3-540-76778-7_5

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free