Welcome to D
SIGMOD 2005
PODS 2005
SIGMOD-RECOR
CIDR 2005
CIKM 2005
COMAD 2005
CVDB 2005
DaMoN 2005
Data Enginee
DEBS05
<<< = DEBS'05 Pape>>>
DMSN 2005
DOLAP 2005
GIR 2005
GIS 2005
Hypertext 20
ICDE 2005
ICDM 2005
IHIS 2005
IQIS 2005
JCDL 2005
KRAS 2005
MDM 2005
MIR 2005
MobiDE 2005
P2PIR 2005
RIDE 2005
SBBD 2005
SIGIR 2005
SIGIR-FORUM
SIGKDD 2005
SIGKDD-EXP
SSDBM 2005
TIME 2005
TKDE 2005
TODS 2005
VLDB 2005
VLDBJ 2005
WebDB 2005
WIDM 2005

Low Latency Optimisation of Content Based Publish Subscribe for Real-Time Mobile Gaming


Duncan McCaffery and Joe Finney

  View Paper (PDF)  

Return to Session 4: Short Papers


Abstract

In recent years real-time multi player networked gaming has grown in popularity due to exciting challenges posed by competing with human opponents. It is therefore very likely that the introduction of more powerful portable wireless hand held devices will motivate a similar demand for fast action collaborative multi player gaming capabilities on those platforms also. In this paper we argue that the commonly used communication architectures for today¡¦s multi player gaming applications will not work in the mobile wireless domain. We address this argument by introducing our own architecture based on publish subscribe and structured peer to peer that offers a novel interest managed, spatially partitioned solution. Finally we evaluate this approach and suggest that an optimal solution also requires knowledge of both the network interface in use and of the underlying network topology.


©2006 Association for Computing Machinery