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Rendezvous: supporting real-time collaborative mobile gaming in high latency environments

Published: 15 June 2005 Publication History

Abstract

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.

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Mauve, M. How to keep a dead man from shooting. In Proceedings of the 7th International Workshop on Interactive Distributed Multimedia Systems and Telecommunication Services (IDMS '00), (Enschede, Netherlands, October 2000) 2000, 199--204,]]
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McCaffery, D. and Finney, J. The need for real-time consistency management in P2P mobile gaming environments. In Proceedings of the First ACM International Conference on Advances in Computer Entertainment Technology in co-operation with SIGCHI, (ACE 2004) (Singapore, 3--5 June 2004). ACM Press, New York, NY, 2004.]]
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  • (2018)Virtual NetWireless Communications & Mobile Computing10.1155/2018/97491872018Online publication date: 1-Jan-2018
  • (2010)Decentralized QoS-Aware Checkpointing Arrangement in Mobile Grid ComputingIEEE Transactions on Mobile Computing10.1109/TMC.2010.809:8(1173-1186)Online publication date: 1-Aug-2010
  • (2009)Experiences from implementing a mobile multiplayer real-time game for wireless networks with high latencyInternational Journal of Computer Games Technology10.1155/2009/5303672009(1-14)Online publication date: 1-Jan-2009
  • Show More Cited By

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cover image ACM Other conferences
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
June 2005
511 pages
ISBN:1595931104
DOI:10.1145/1178477
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 June 2005

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Author Tags

  1. collaboration
  2. consistency
  3. gaming
  4. latency
  5. mobile
  6. multi-user
  7. multiplayer
  8. real-time

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ACE05

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2018)Virtual NetWireless Communications & Mobile Computing10.1155/2018/97491872018Online publication date: 1-Jan-2018
  • (2010)Decentralized QoS-Aware Checkpointing Arrangement in Mobile Grid ComputingIEEE Transactions on Mobile Computing10.1109/TMC.2010.809:8(1173-1186)Online publication date: 1-Aug-2010
  • (2009)Experiences from implementing a mobile multiplayer real-time game for wireless networks with high latencyInternational Journal of Computer Games Technology10.1155/2009/5303672009(1-14)Online publication date: 1-Jan-2009
  • (2005)On the effects of loose causal consistency in mobile multiplayer gamesProceedings of 4th ACM SIGCOMM workshop on Network and system support for games10.1145/1103599.1103602(1-11)Online publication date: 10-Oct-2005

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