Fourth International Workshop on Distributed Event-Based Systems (DEBS) (ICDCSW'05)
Low Latency Optimisation of Content Based Publish Subscribe for Real-Time Mobile Gaming Applications
Columbus, Ohio, USA
June 06-June 10
ISBN: 0-7695-2328-5
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.
Citation:
Duncan McCaffery, Joe Finney, "Low Latency Optimisation of Content Based Publish Subscribe for Real-Time Mobile Gaming Applications," icdcsw, vol. 4, pp.438-443, Fourth International Workshop on Distributed Event-Based Systems (DEBS) (ICDCSW'05), 2005