Interactive mobile gaming over heterogeneous networks

Interactive, mobile online games have recently become popular thus receiving the attention of researchers. Mobile games represent a particularly interesting case because of the proliferation of smart personal devices and the increasing availability of high speed wireless access points. With this vision, we propose a holistic solution that enables a top quality online gaming experience regardless whether the player is wired, wireless, or even mobile. Main components of this solution are: (i) a synchronization mechanism based on an Internet server overlay that enables interactivity, fairness, and scalability, and (ii) a smart access point able to support efficient coexistence between elastic (download) and real-time (game) traffic.

[1]  David D. Clark,et al.  Explicit allocation of best-effort packet delivery service , 1998, TNET.

[2]  Walter Willinger,et al.  Self-Similar Network Traffic and Performance Evaluation , 2000 .

[3]  Marco Roccetti,et al.  A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games , 2005, CIE.

[4]  Sugih Jamin,et al.  An Efficient Synchronization Mechanism for Mirrored Game Architectures , 2002, NetGames '02.

[5]  QUTdN QeO,et al.  Random early detection gateways for congestion avoidance , 1993, TNET.

[6]  Giovanni Pau,et al.  What's in that magic box? The home entertainment center's special protocol potion, revealed , 2006, IEEE Transactions on Consumer Electronics.

[7]  Lars C. Wolf,et al.  On the impact of delay on real-time multiplayer games , 2002, NOSSDAV '02.

[8]  Danny De Vleeschauwer,et al.  Access network delay in networked games , 2003, NetGames '03.

[9]  Mark R. Mine,et al.  Building a massively multiplayer game for the million: Disney's Toontown Online , 2003, CIE.

[10]  Grenville J. Armitage,et al.  An experimental estimation of latency sensitivity in multiplayer Quake 3 , 2003, The 11th IEEE International Conference on Networks, 2003. ICON2003..

[11]  M. Gerla,et al.  Online Games on Wheels: Fast Game Event Delivery in Vehicular Ad - hoc Networks , 2007 .

[12]  Ling-Jyh Chen,et al.  USHA: a simple and practical seamless vertical handoff solution , 2006, CCNC 2006. 2006 3rd IEEE Consumer Communications and Networking Conference, 2006..

[13]  Marco Roccetti,et al.  Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures , 2006, IEEE Transactions on Multimedia.

[14]  Giovanni Pau,et al.  FILA, a Holistic Approach to Massive Online Gaming: Algorithm Comparison and Performance Analysis , 2005 .

[15]  Carsten Griwodz,et al.  State replication for multiplayer games , 2002, NetGames '02.

[16]  Farzad Safaei,et al.  Latency-driven distribution: infrastructure needs of participatory entertainment applications , 2005, IEEE Communications Magazine.

[17]  M. Roccetti,et al.  In-home online entertainment: analyzing the impact of the wireless MAC-transport protocols interference , 2005, 2005 International Conference on Wireless Networks, Communications and Mobile Computing.

[18]  Stephen John Turner,et al.  A scalable architecture for supporting interactive games on the internet , 2002, Proceedings 16th Workshop on Parallel and Distributed Simulation.