• DocumentCode
    2908132
  • Title

    SYMA: A Synchronous Multihop Architecture for Wireless Ad Hoc Multiplayer Games

  • Author

    Ta-Yu Huang ; Chih-Ming Lin ; Jehn-Ruey Jiang ; Wei Tsang Ooi ; Abdallah, Mohamed ; Boussetta, K.

  • Author_Institution
    Dept. of Comput. Sci. & Inf. Eng., Nat. Central Univ., Jhongli, Taiwan
  • fYear
    2011
  • fDate
    7-9 Dec. 2011
  • Firstpage
    793
  • Lastpage
    798
  • Abstract
    In this paper, we propose a synchronous multihop architecture (SYMA) for wireless ad hoc multiplayer games. In SYMA, devices are assumed to have one-hop neighbor device information, as well as timers synchronized with good accuracy. A player, called game initiator, broadcasts an invitation message to invite other players to join a new game. A joining player issues a message along with its neighborhood information, including the expected transmission time (ETT) for each neighbor node, to reply to the invitation so that the initiator can derive the topology of the participating players. The initiator applies Floyd-Warshall shortest path algorithm, taking the topology and ETT values as input to construct the shortest path spanning tree rooted at each player (or node). It then calculates the expected broadcast time (EBT) for each tree, which is useful to estimate the time for the root node of a tree to broadcast a game state to all tree nodes. Finally, the tree with the smallest EBT is selected as the communication tree and its root is designated as the coordinator, which collects time stamped actions of each player, executes the game logic, and then broadcasts the new game state. By exploiting synchronized timers, the game state consistency is guaranteed, and each node can be scheduled to send/receive game messages without causing collisions.
  • Keywords
    ad hoc networks; computer games; optimisation; telecommunication network topology; trees (mathematics); Floyd-Warshall shortest path algorithm; SYMA architecture; expected broadcast time; expected transmission time; game initiator; game logic; game message; game state consistency; joining player; one-hop neighbor device information; player topology; shortest path spanning tree; synchronous multihop architecture; wireless ad hoc multiplayer games; Ad hoc networks; Games; Indexes; Schedules; Topology; Vegetation; Wireless communication; ad hoc; multihop games; multiplayer;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Parallel and Distributed Systems (ICPADS), 2011 IEEE 17th International Conference on
  • Conference_Location
    Tainan
  • ISSN
    1521-9097
  • Print_ISBN
    978-1-4577-1875-5
  • Type

    conf

  • DOI
    10.1109/ICPADS.2011.132
  • Filename
    6121358