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On the Effects of Loose Causal Consistency in Mobile Multiplayer Games Angie Chandler, Joe Finney Computing Department Infolab 21, South Drive Lancaster University, UK 2006. 4. 25 SoonKyu Jin (jinsk@mmlab.snu.ac.kr) NetGames 2005
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MMLAB 2 Contents Introduction Evaluation 1 2 3 4 Rendezvous Implementation : Knockabout Conclusion 5
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MMLAB 3 Introduction (1/3) Emerging distributed real-time multiplayer mobile games Operated by Sony PSP, Nintendo DS, Nokia N- Gage and Smart phone platform etc. Bounded by network latency Existing consistency mechanisms inapplicable to the mobile gaming domain So, this paper proposes Rendezvous
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MMLAB 4 Introduction (2/3) Necessary to maintain a consistent shared view of the game state Existing consistency mechanism : Rollback Rely on local lag between action and displaying Bounded by the human tolerance for delay Rollback can no longer be applied Maximum tolerable latency : 120ms~250ms Latency of today’s wide area wireless network GPRS : 1000~2700ms 3G : 400~500ms
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MMLAB 5 Introduction (3/3) In high latency network, existing techniques (rollback etc.) for consistency management of multiplayer games cannot be applied to the real- time mobile gaming domain
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MMLAB 6 Rendezvous (1/2) Rendezvous mechanism : each player will see different view of the game action Reflected by received certain state information The Rendezvous mechanism
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MMLAB 7 Rendezvous (2/2) Generating the target state Adaptation rule
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MMLAB 8 Implementation : Knockabout (1/3) Mobile multiplayer soccer game Operate with up to 20 players split into two team Each interacting with the game via their own gaming handset Provides simple top down view Screen size 176*220 pixels Scrolling the overall size is 616*1000 pixels
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MMLAB 9 Implementation : Knockabout (2/3) Action Move around the game area Dribble and kick the ball Developed in C++ using the Gapidraw graphics libraries Once per frame 30 times per second Game state includes Position and trajectory of all Players, the ball, and the Game score
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MMLAB 10 Implementation : Knockabout (3/3) Adaptation rule Priority (e.g.) Overall score > accurate position of player Ball > position of player These prioritized adaptation rules allow the each user to control the local view of the game
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MMLAB 11 Evaluation (1/2) Comparison between The Rendezvous consistency mechanism And two alternative solutions Rollback (well-known consistency mechanism) control implementation (no consistency mechanism) Distributed 4 player Testing three consistency mechanisms at a given latency
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MMLAB 12 Evaluation (2/2) Evaluation Latencies
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MMLAB 13 Consistency Measurement of deviation Consistency at 500ms in Rendezvous
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MMLAB 14 Consistency Consistency at 500ms in Rollback Consistency at 500ms in Control
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MMLAB 15 Consistency Consistency at low latency in Rendezvous
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MMLAB 16 Consistency Consistency at low latency in Rollback Consistency at low latency in Control
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MMLAB 17 Conclusion Compare with Rendezvous and Existing mechanisms Rendezvous proved highly successful in high latency environments Future work focusing on the use of more complex control theory
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