Enabling Rapid and Cost-Effective Creation of Massive Pervasive Games in Very Unstable Environments

B. Wietrzyk, M. Radenkovic
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引用次数: 10

Abstract

Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gaming experience out into the real world. Through a combination of personal devices, positioning systems and other sensors, combined with wireless networking, a pervasive game can respond to player’s movements and context and enable them to communicate with a game engine and other players. We review our recent deployment examples of pervasive games in order to explain their distinctive characteristics as wireless ad-hoc networking applications. We then identify the network support challenges of scaling pervasive games to include potentially mass numbers of players across extremely heterogeneous and unreliable networks. We propose a P2P overlay capable of storing large amount of game related data, which is the key to combating the loss of coverage and potential dishonesty of players. The proposed protocol decreases the deployment costs of the gaming infrastructure by self organization and utilizing storage space of users’ devices. We demonstrate scalability and increased availability of data offered by the proposed protocol in simulation based evaluation. Keywords-DHT; MANET; Peer-to-Peer; Pervasive Gaming
在非常不稳定的环境中快速且有效地创造大规模普及游戏
普适性游戏是一种新的多媒体娱乐形式,它将传统的电脑游戏体验扩展到现实世界中。通过个人设备、定位系统和其他传感器的组合,结合无线网络,一款无处不在的游戏可以对玩家的动作和环境做出反应,并使他们能够与游戏引擎和其他玩家进行交流。我们回顾了最近普及游戏的部署示例,以便解释它们作为无线自组织网络应用程序的独特特征。然后,我们确定了扩展普及游戏的网络支持挑战,以包括潜在的大量玩家,跨越极端异构和不可靠的网络。我们提出了一种能够存储大量游戏相关数据的P2P覆盖,这是对抗覆盖损失和玩家潜在不诚实行为的关键。该协议通过自组织和利用用户设备的存储空间,降低了游戏基础设施的部署成本。我们在基于仿真的评估中展示了所提出协议提供的可扩展性和更高的数据可用性。Keywords-DHT;马奈;点对点;普遍的游戏
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