GameOn:公共交通上的p2p游戏

Nairan Zhang, Youngki Lee, Meera Radhakrishnan, R. Balan
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引用次数: 24

摘要

对于许多用户来说,手机游戏,尤其是多人游戏是一种非常流行的日常消遣方式。我们假设乘坐公共汽车或火车的通勤者会喜欢与其他通勤者一起玩多人游戏,以减轻通勤负担和无聊。我们提供的定量数据表明,典型的单向通勤时间相当长(平均至少25分钟),调查结果表明,通勤者愿意与其他随机通勤者一起玩多人游戏。在本文中,我们介绍了GameOn系统,该系统允许通勤者使用p2p网络技术参与多人游戏,从而减少了使用高延迟和可能昂贵的蜂窝数据连接的需要。我们展示了GameOn如何使用基于云的配对服务器来消除发现的开销,以及为什么GameOn使用蓝牙Wi-Fi Direct作为p2p网络媒介。我们描述了GameOn的各种系统组件及其实现。最后,我们展示了使用GameOn收集的大量结果,其中有三场真实的比赛,在许多不同的公共火车和公共汽车上,每场比赛最多有四名人类玩家。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GameOn: p2p Gaming On Public Transport
Mobile games, and especially multiplayer games are a very popular daily distraction for many users. We hypothesise that commuters travelling on public buses or trains would enjoy being able to play multiplayer games with their fellow commuters to alleviate the commute burden and boredom. We present quantitative data to show that the typical one-way commute time is fairly long (at least 25 minutes on average) as well as survey results indicating that commuters are willing to play multiplayer games with other random commuters. In this paper, we present GameOn, a system that allows commuters to participate in multiplayer games with each other using p2p networking techniques that reduces the need to use high latency and possibly expensive cellular data connections. We show how GameOn uses a cloud-based matchmaking server to eliminate the overheads of discovery as well as show why GameOn uses Wi-Fi Direct over Bluetooth as the p2p networking medium. We describe the various system components of GameOn and their implementation. Finally, we present numerous results collected by using GameOn, with three real games, on many different public trains and buses with up to four human players in each game play.
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