Visible to the public Managing shared contexts in distributed multi-player game systems

TitleManaging shared contexts in distributed multi-player game systems
Publication TypeConference Paper
Year of Publication2014
AuthorsRavindran, K., Mukhopadhyay, S., Sidhanta, S., Sabbir, A.
Conference NameCommunication Systems and Networks (COMSNETS), 2014 Sixth International Conference on
Date PublishedJan
Keywordsanonymous publish-subscribe, computer games, delays, distributed multiplayer game systems, distributed transactional key-value store, Irrigation, Lamport Paxos protocol, message passing, middleware, multiplayer maze game, network losses-delay, Protocols, Real-time Systems, Receivers, reliable middleware framework, secure infrastructure for networked systems, security of data, Semantics, shared context mapping, Silicon compounds, SINS, war games
Abstract

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.

DOI10.1109/COMSNETS.2014.6734908
Citation Key6734908