Managing shared contexts in distributed multi-player game systems
Title | Managing shared contexts in distributed multi-player game systems |
Publication Type | Conference Paper |
Year of Publication | 2014 |
Authors | Ravindran, K., Mukhopadhyay, S., Sidhanta, S., Sabbir, A. |
Conference Name | Communication Systems and Networks (COMSNETS), 2014 Sixth International Conference on |
Date Published | Jan |
Keywords | anonymous 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. |
DOI | 10.1109/COMSNETS.2014.6734908 |
Citation Key | 6734908 |
- Protocols
- war games
- SINS
- Silicon compounds
- shared context mapping
- Semantics
- security of data
- secure infrastructure for networked systems
- reliable middleware framework
- Receivers
- real-time systems
- anonymous publish-subscribe
- network losses-delay
- multiplayer maze game
- middleware
- message passing
- Lamport Paxos protocol
- Irrigation
- distributed transactional key-value store
- distributed multiplayer game systems
- delays
- computer games