skip to main content
10.1145/1967486.1967611acmotherconferencesArticle/Chapter ViewAbstractPublication PagesiiwasConference Proceedingsconference-collections
research-article

A session server architecture for mobile distributed virtual environments

Published: 08 November 2010 Publication History

Abstract

The widespread use of mobile phones and the ubiquity of the Internet are paving the way for an increased use of distributed virtual environments such as multiplayer games over wireless networks. The traditional architectures for such systems are not good enough to provide fairness and consistency to mobile users because of the high latency and frequent disconnections in wireless networks. Also it is not trivial to provide a central control over the game, as usually preferred by many game companies, without compromising the scalability of the game services. In this paper, we suggest a hybrid game architecture that maintains centralized control over the game while maintaining a good playability level of the game in case of frequent disconnections and user mobility. Our proposed approach has a centralized server related to the administrative control and several game session servers geographically spread; the game users are connected to the nearby session server for playing the game. A mimicking engine is put in action in case of disconnection. We present some evaluation results concerning the impact of a disconnection and show that our approach allows for session continuity after some reasonable reconfiguration time.

References

[1]
Application protocols. In IEEE Standard for Distributed interactive Simulation. IEEE Std 1278.1a-1998, 1998.
[2]
S. Cacciaguerra and G. D'Angelo. The Playing Session: Enhanced Playability for Mobile Gamers in Massive Metaverses. Int. J. Comput. Games Technol., 2008:1--9, 2008.
[3]
E. Cariou, A. Beugnard, and J.-M. Jézéquel. An Archictecture and a Process for Implementing Distributed Collaborations. In Proc. of the 6th IEEE Int. Enterprise Distributed Objects Computing Conference (EDOC 2002), pages 132--143, EPFL, Switzerland, Sept. 17--20 2002. IEEE Computer Society.
[4]
E. Cronin, B. Filstrup, A. R. Kurc, and S. Jamin. An Efficient Synchronization Mechanism for Mirrored Game Architectures. In NetGames'02: 1st ACM SIGCOMM workshop on Network and System Support for Games, pages 67--73, New York, NY, USA, 2002. ACM Press.
[5]
J. Jardine and D. Zappala. A Hybrid Architecture for Massively Multiplayer Online Games. In NetGames'08: 7th ACM SIGCOMM Workshop on Network and System Support for Games, pages 60--65, New York, NY, USA, 2008. ACM.
[6]
A. M. Khan, S. Chabridon, and A. Beugnard. Synchronization Medium: a Consistency Maintenance Component for Mobile Multiplayer Games. In NetGames'07: 6th ACM SIGCOMM workshop on Network and System Support for Games, pages 99--104, New York, NY, USA, 2007. ACM.
[7]
J. D. Pellegrino and C. Dovrolis. Bandwidth Requirement and State Consistency in three Multiplayer Game Architectures. In NetGames'03: 2nd ACM SIGCOMM workshop on Network and System Support for Games, pages 52--59, New York, NY, USA, 2003. ACM Press.
[8]
L. Yang and P. Sutinrerk. Mirrored Arbiter Architecture: a Network Architecture for Large Scale Multiplayer Games. In SCSC: Proc. of the 2007 Summer Computer Simulation Conference, pages 709--716, San Diego, CA, USA, 2007. Society for Computer Simulation International.

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
iiWAS '10: Proceedings of the 12th International Conference on Information Integration and Web-based Applications & Services
November 2010
895 pages
ISBN:9781450304214
DOI:10.1145/1967486
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • IIWAS: International Organization for Information Integration
  • Web-b: Web-b

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 November 2010

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. consistency algorithms
  2. data synchronization
  3. mobile distributed virtual environments
  4. mobile multiplayer games

Qualifiers

  • Research-article

Conference

iiWAS '10
Sponsor:
  • IIWAS
  • Web-b

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 74
    Total Downloads
  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 13 Feb 2025

Other Metrics

Citations

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media