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Assessment of MANET broadcast schemes in the application context of multiplayer video games

Published: 19 September 2007 Publication History

Abstract

Taking into consideration the popularity of multiplayer games and the tremendous success of wireless networks, we strongly believe that future game engines will benefit from the integration of MANET (Mobile Ad hoc NETworks) technology [1]. Indeed, in addition to the social interests of playing with close located persons, MANET technology will allow players, like a group of kids in a playground, to easily improvise a LAN multiplayer party without any need for an existing wireless network infrastructure. In order to make such scenario a common based reality, several issues still have to be addressed. Among which is the MANET's broadcast problem. In fact, broadcast is a fundamental network service for multiplayer LAN mode. But up to now, the most used scheme for broadcasting in MANET relies on flooding. Unfortunately, this simple scheme leads to high redundancy and collisions. In the context of a multiplayer party supported by mobile terminals, this broadcast storm problem [10], could result into a dramatic reduction of the network energy-based lifetime and to a high variability of the transmission delay. The latter one is know to be a crucial QoS parameter which can significantly affect the game play. In this paper, we evaluate the performance of different MANET broadcast schemes in the context of multiplayer video games. We analyze the capacity of simple flooding, distance based, probability based and self pruning broadcast schemes to satisfy the QoS constraints required by multiplayer games like FPS. Assessment simulations are conducted for both Client/Server and P2P network game architectures.

References

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Ietf manet wg (mobile ad hoc network). IETF, www.ietf.ora/html.charters/manet-charter.html.
[2]
J. Färber. Network game traffic modelling. In NetGames '02: Proceedings of the 1st workshop on Network and system support for games, pages 53--57, New York, NY, USA, 2002. ACM Press.
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A. Kamerman and L. Monteban. Wavelan-11: A high-performance wireless lan for the unlicensed band. In Bell Labs Technical Journal, pages 118--133, Summer 1997.
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U. P. C. Laboratory and W. A. M. Laboratory. Glomosim: A scalable simulation environment for wireless and wired network systems. In Proceedings of the 3rd International Working Conference on Performance Modelling and Evaluation of Heterogeneous Networks (Het-Net'05), 2002.
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H. Lim and C. Kim. Multicast tree construction and flooding in wireless ad hoc networks. In MSWIM '00: Proceedings of the 3rd ACM international workshop on Modeling, analysis and simulation of wireless and mobile systems, pages 61--68, New York, NY, USA, 2000. ACM Press.
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J. Macker. Simplified multicast forwarding for manet. IETF Internet-Draft. March 2007.
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W. Peng and X. Lu. Ahbp: An efficient broadcast protocol for mobile ad hoc networks. J. Comput. Sci. Technol., 16(2):153--167, 2001.
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W. Peng and X.-C. Lu. On the reduction of broadcast redundancy in mobile ad hoc networks. In MobiHoc '00: Proceedings of the 1st ACM international symposium on Mobile ad hoc networking & computing, pages 129--130, Piscataway, NJ, USA, 2000. IEEE Press.
[9]
A. Qayyum, L. Viennot, and A. Laouiti. Multipoint relaying: An efficient technique for flooding in mobile wireless networks. Technical Report Research Report RR-3898, INRIA, february 2000.
[10]
Y.-C. Tseng, S.-Y. Ni, Y.-S. Chen, and J.-P. Sheu. The broadcast storm problem in a mobile ad hoc network. Wirel. Netw., 8(2/3):153--167, 2002.
[11]
B. Williams and T. Camp. Comparison of broadcasting techniques for mobile ad hoc networks. In MobiHoc '02: Proceedings of the 3rd ACM international symposium on Mobile ad hoc networking & computing, pages 194--205, New York, NY, USA, 2002. ACM Press.

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Published In

cover image ACM Conferences
NetGames '07: Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
September 2007
138 pages
ISBN:9780980446005
DOI:10.1145/1326257
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]

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Publication History

Published: 19 September 2007

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Author Tags

  1. ad hoc networks
  2. broadcast
  3. multiplayer video games

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  • (2013)Method for handling collisions of broadcast packets due to hidden node problemACM SIGBED Review10.1145/2518148.251814910:2(6-10)Online publication date: 1-Jul-2013
  • (2012)MicroPlayProceedings of the first ACM international workshop on Mobile gaming10.1145/2342480.2342485(13-18)Online publication date: 13-Aug-2012
  • (2011)Road crossing recognition through smartphone's accelerometer2011 IFIP Wireless Days (WD)10.1109/WD.2011.6098186(1-3)Online publication date: Oct-2011
  • (2011)Performance evaluation of a file sharing DTN protocol with realistic mobility2011 IFIP Wireless Days (WD)10.1109/WD.2011.6098142(1-6)Online publication date: Oct-2011

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