Managing shared contexts in distributed multi-player game systems
Document Type
Conference Proceeding
Publication Date
3-17-2014
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. © 2014 IEEE.
Publication Source (Journal or Book title)
2014 6th International Conference on Communication Systems and Networks Comsnets 2014
Recommended Citation
Ravindran, K., Mukhopadhyay, S., Sidhanta, S., & Sabbir, A. (2014). Managing shared contexts in distributed multi-player game systems. 2014 6th International Conference on Communication Systems and Networks Comsnets 2014 https://doi.org/10.1109/COMSNETS.2014.6734908