DIstributed SImulation & Online gaming Workshop

Research Article

A preliminary evaluation of backup servers for longer gaming sessions in MANETs

  • @INPROCEEDINGS{10.4108/ICST.SIMUTOOLS2010.8720,
        author={C. E. Palazzi and A.  Kaiser and N.  Achir and K.  Boussetta},
        title={A preliminary evaluation of backup servers for longer gaming sessions in MANETs},
        proceedings={DIstributed SImulation \& Online gaming Workshop},
        publisher={ACM},
        proceedings_a={DISIO},
        year={2010},
        month={5},
        keywords={Backupe server energy MANET online game.},
        doi={10.4108/ICST.SIMUTOOLS2010.8720}
    }
    
  • C. E. Palazzi
    A. Kaiser
    N. Achir
    K. Boussetta
    Year: 2010
    A preliminary evaluation of backup servers for longer gaming sessions in MANETs
    DISIO
    ICST
    DOI: 10.4108/ICST.SIMUTOOLS2010.8720
C. E. Palazzi1,*, A. Kaiser2, N. Achir2,*, K. Boussetta2,*
  • 1: Università degli Studi di Padova, Padova, Italy
  • 2: University Paris, Villetaneuse, France
*Contact email: cpalazzi@math.unipd.it, nadjib.achir@univ-paris13.fr, khaled.boussetta@univ-paris13.fr

Abstract

Nowadays, interactive online games and mobile devices have reached such a popularity they are obviously going to be a major success if combined. This can produce, for instance, Augmented Reality games played with real interactions among players connected as wireless nodes in an ad-hoc network. To enable this scenario, we propose a hybrid architecture that allows client-server games to be played in ad-hoc mode. In our architecture, one of the players is also the server of the game, whereas other backup server nodes are ready to become active servers in case of disconnection of the network or in case of low energy level of the currently active server. This allows player to be engaged in the game for longer time even with limited energy and continuous mobility. In this paper we discuss our idea and show preliminary experimental results that demonstrate its effectiveness