Managing shared contexts in distributed multi-player game systems

In this paper, we consider the impact of a weaker model of eventual consistency on distributed multi-player games. This model is suitable for networks in which hosts can leave and join at anytime, e.g., in an intermittently connected environment. Such a consistency model is provided by the Secure Infrastructure for Networked Systems (SINS) [24], a reliable middleware framework. SINS allows agents to communicate asynchronously through a distributed transactional key-value store using anonymous publish-subscribe. It uses Lamport's Paxos protocol [17] to replicate state. We consider a multi-player maze game as example to illustrate our consistency model and the impact of network losses/delays therein. The framework based on SINS presented herein provides a vehicle for studying the effect of human elements participating in collaborative simulation of a physical world as in war games.

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