| CAN mobile gaming be improved? |
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Network and System Support for Games
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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
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Downloads (6 Weeks): 16, Downloads (12 Months): 134, Citation Count: 2
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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.
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