ACM Home Page
Please provide us with feedback. Feedback
CAN mobile gaming be improved?
Full text PdfPdf (106 KB)
Source Network and System Support for Games archive
Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games table of contents
Singapore
Article No. 44  
Year of Publication: 2006
ISBN:1-59593-589-4
Authors
Tobias Fritsch  Freie Universität Berlin, Berlin
Hartmut Ritter  Freie Universität Berlin, Berlin
Jochen Schiller  Freie Universität Berlin, Berlin
Sponsor
SIGCOMM: ACM Special Interest Group on Data Communication
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 16,   Downloads (12 Months): 134,   Citation Count: 2
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1230040.1230054
What is a DOI?

ABSTRACT

The importance of mobile (phone) games is rapidly growing over the last years. One of the current evolutions is getting away from the pure solo content of the current games and creating possibilities to play together. However there are different ways to connect players in a mobile environment.

With the growing interest comes the need for more efficient techniques to handle common issues like latency, data distribution and other requirements of multimedia real time applications. Those solutions should also provide viable ideas to other non-gaming related problem fields.

This paper will introduce the CAN (Content Addressable Network) technique in the gaming sector. Therefore, we combine the very efficient CAN peer to peer strategy with a real time application (Conquer the tag). We will show how the addressed issues can be solved with our approach. Furthermore we will compare CAN to other P2P architectures like Pastry and Chord.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

1
2
3
 
4
Rowstron A., Druschel P.: Pastry - Scalable, decentralized object location and Routing for large-scale peer-to-peer systems, November 2001 Journal: Lecture Notes in Computer Science.
5
 
6
Mehling M.: Evaluation and Implementation of a Multi-player Game with contextual knowledge, Diploma thesis Freie Universität Berlin, 2004
7
 
8
Mullins I., Garner P., Edwards R.: Novel Peer to Peer Payment Mechanism for Personal Area Network Mobile Gaming. PGNET 2003.
 
9
Knutsson B., Lu H., Xu W., Hopkins B.: Peer-to-Peer Support for Massively Multiplayer Games. Infocom 2004.
 
10
 
11
Cavin D., Sasson Y., Schiper A.: On the accuracy of MANET simulators. ACM2002 Toulouse, France
 
12


Collaborative Colleagues:
Tobias Fritsch: colleagues
Hartmut Ritter: colleagues
Jochen Schiller: colleagues