DocumentCode :
3296851
Title :
Low latency optimisation of content based publish subscribe for real-time mobile gaming applications
Author :
McCaffery, Duncan ; Finney, Joe
Author_Institution :
Dept. of Comput., Lancaster Univ., UK
fYear :
2005
fDate :
6-10 June 2005
Firstpage :
438
Lastpage :
443
Abstract :
In recent years real-time multi player networked gaming has grown in popularity due to exciting challenges posed by competing with human opponents. It is therefore very likely that the introduction of more powerful portable wireless hand held devices will motivate a similar demand for fast action collaborative multi player gaming capabilities on those platforms also. In this paper we argue that the commonly used communication architectures for today´s multi player gaming applications will not work in the mobile wireless domain. We address this argument by introducing our own architecture based on publish subscribe and structured peer to peer that offers a novel interest managed, spatially partitioned solution. Finally we evaluate this approach and suggest that an optimal solution also requires knowledge of both the network interface in use and of the underlying network topology.
Keywords :
computer games; content management; groupware; mobile computing; real-time systems; collaborative multiplayer gaming; content based publish subscribe; low latency optimisation; network interface; network topology; real-time mobile gaming; structured peer to peer system; wireless hand held devices; Bandwidth; Collaborative work; Delay; GSM; Ground penetrating radar; Humans; Mobile computing; Publish-subscribe; Telephone sets; Wireless networks;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Distributed Computing Systems Workshops, 2005. 25th IEEE International Conference on
Print_ISBN :
0-7695-2328-5
Type :
conf
DOI :
10.1109/ICDCSW.2005.83
Filename :
1437208
Link To Document :
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