| Gautier L. and Diot C., "Design and Evaluation of MiMaze, a Multiplayer Game on the Internet", 1998. ftp://ftpsop.inria.fr/rodeo/diot/ieeemms. ps.gz |
....HE class of distributed interactive media, i.e. net worked media involving user interaction, has received increasing interest over the past decade. Important repre sentatives of this media class are shared workspaces [1] 2] distributed virtual environments [3] and networked computer games [4]. These media often require common functionality. A prominent example is late join support, which allows late coming participants to synchronize with the current state of the session. Support for late comers is needed by almost all distributed interactive media, ranging from shared whiteboards to ....
L. Gautier and C. Dior, "Design and Evaluation of MiMaze, a Multi-player Game on the Internet," in Proc. of the IEEE International Conference on Multimedia Computin 9 and Systems, 1998, pp. 233-236.
....QoS expression is proposed allowing to solve the problems associated to the previous limits. More detailed information related to this work may be consulted in [7] Note : Several work themes performed within the DIS context are not presented in this paper. Readers may consult [8] 9] 10] 11] 12][13] to get more information about these themes. 2.1. Coherence notion Traffic generated by a DIS application may be divided into three parts : traffic corresponding to the broadcasting of the simulated entities state (Entity State PDU, etc. and events (Fire PDU, Detonation PDU, Collision ....
L. Gauthier, C. Diot. " Design and Evaluation of MIMaze, a Multi-player Game on the Internet ", IEEE multimedia Systems Conference, Austin,
....the routing tree changes. 6 Conclusion As the use of many multicast groups by a single application becomes more prevalent in the Internet (e.g. by reliable multicast error control protocols [29, 9, 32] congestion control protocols [23] multicast caching schemes [22] and distributed games [33]) the limitations of the current multicast design becomes evident. We have shown the versatility of new multicast based routing services, which are made possible by extending the IP multicast architecture to include group relative addressing information. The lightweight mechanisms of positional ....
L. Gautier and C. Diot, "Design and evaluation of MiMaze, a multi-player game on the internet," in Proc. IEEE Multimedia Systems Conference, June 1998.
....move in a labyrinth where they try to kill each other. Each participant, besides having a 3D representation of its vision domain, also has a 2D global view of the game (from the top) that shows the location of all players. 2.1. 1 MiMaze distributed architecture To our knowledge, MiMaze [13] is the only game with a fully distributed architecture using IP multicast (see Figure 2) A server is only used when a new entity joins a session, to learn the session group address and to download the maze. Figure 1. Screen shot showing MiMaze participant s local view: maze view from the top, ....
....used to calculate timing delays are symmetric, which is often not the case in the Internet. In our current implementation, in order to increase the precision of NTP under stratum 2 and 3, we use both NTP and an NTP like mechanism which we have specifically designed to compute clock offsets (see [13]) 2.3 Dead reckoning To deliver a complete view of the game, the bucket al..gorithm requires at least one ADU per participant to be available in each bucket. However an ADU can be missing for various reasons. It may have been lost by the network or it may be late. Dead reckoning is used to ....
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L. Gautier and C. Diot. "Design and evaluation of MiMaze, a Multiplayer Game on the Internet". IEEE Multimedia System Conference. Austin. June 28 - July 1, 1998.
....We investigate two grouping strategies: cell based grouping and entitybased grouping. Our goal is to understand the tradeoffs between grouping overhead and communication overhead and compare the cost of both strategies under various conditions. 1. Introduction In a distributed multi user game [1, 2], several players move and interact in a virtual space, exchanging information amongst themselves over a network. In these systems, entities (e.g. avatars, tanks, monsters) need to communicate information about their states (e.g. change of color, position or shape) to other entities. One ....
L. Gautier and C. Diot, "Design and evaluation of mimaze, a multi-player game on the internet," in Proceedings of IEEE Multimedia Systems Conference, June 1998.
....SGI CosmoPlayer 2.x plug in for Netscape Communicator 4.0x [14] We use the External Authoring Interface (EAI) of the VRML browser to instantiate, move, and remove dynamically the avatars in the VRML scene. All these operations are done from a Java applet embedded in the same HTML page. MiMaze [9] is to our knowledge the only game with a fully distributed architecture using multipoint communication support (a server is only used when a new entity joins a session) Multicast based distributed architectures have a number of advantages for interactive multi participant games, including ....
.... and scalability (e.g. a distributed architecture more easily allows for natural partitioning of game computation as the number of players increases) A discussion of the advantages and disadvantages of a distributed architecture are beyond the scope of this paper and are covered in detail in [9]. We simply note that a distributed game has no server that computes a unique global state (Figure 1 middle) Instead, each entity computes its own local view of the global state of the game using information received from other entities. This locally computed view is displayed to the local ....
[Article contains additional citation context not shown here]
L. Gautier and C. Diot. "Design and evaluation of MiMaze, a Multiplayer Game on the Internet". IEEE Multimedia System Conference. Austin. June 28 - July 1, 1998.
....and control overhead for distributed multi user games. Keywords: Distributed multi user game, multicast, cell based, entity based, grouping strategy This work is supported in part by a research grant from NSF under contract number NCR 9628379. 1 Introduction In a distributed multi user game [1, 2], several players move and interact in a virtual space, exchanging information amongst themselves over a network. In these systems, entities (e.g. avatars, tanks, monsters) need to communicate information about their states (e.g. change of color, position or shape) to other entities. One ....
L. Gautier and C. Diot, "Design and evaluation of mimaze, a multi-player game on the internet," in Proceedings of IEEE Multimedia Systems Conference, June 1998.
....Internet applications manage a large and widely dispersed set of users, have multiple data streams that vary in content and media type, and make use of multiple unicast and multicast streams in a single session. Examples of these distributed, interactive applications include multiplayer games [1], collaborative visualization and conferencing tools [2] and distributed interactive simulations (DIS) 3] We refer to applications with a large number of users, application entities, or content and media flows as large scale applications. Additionally, congestion control protocols [4] 5] ....
....worlds can view all events. Multiplayer games have many of the same requirements of DIS and HLA applications. Games may take on a larger number of concurrent participants than government sponsored simulations [3] An interesting area of distributed games are serverless games, e.g. MiMaze [1]. In MiMaze, participants multicast to each other their current application state and are able to synchronize without a centralized server. The success of this mechanism is a function of the latency between participants, which is dependent on the multicast topology connecting members. Large ....
L. Gautier and C. Diot, "Design and evaluation of MiMaze, a multi-player game on the internet," in Proc. IEEE Multimedia Systems Conference, June 1998.
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Gautier L. and Diot C., "Design and Evaluation of MiMaze, a Multiplayer Game on the Internet", 1998. ftp://ftpsop.inria.fr/rodeo/diot/ieeemms. ps.gz
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L. Gautier and C. Diot: "Design and Evaluation of MiMaze, a Multiplayer Game on the Internet", Proc. IEEE Multimedia (ICMCS' 98), Austin, TX, USA, 1998, pp. 233-236.
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Gautier L. and Diot C., "Design and Evaluation of MiMaze, a Multiplayer Game on the Internet", 1998. ftp://ftpsop.inria.fr/rodeo/diot/ieeemms. ps.gz
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L. Gautier and C. Diot, "Design and Evaluation of MiMaze, a Multiplayer Game on the Internet," in Proc. of IEEE Multimedia (ICMCS'98), 1998.
No context found.
L. Gauthier, C. Diot. " Design and Evaluation of MIMaze, a Multi-player Game on the Internet ", IEEE multimedia Systems Conference, Austin,
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