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Distributed Shared Objects for Mobile Multiplayer Games and Applications
Norwegian University of Science and Technology, Faculty of Information Technology, Mathematics and Electrical Engineering, Department of Computer and Information Science.
2012 (English)MasteroppgaveStudent thesis
Abstract [en]

Mobile gaming for smartphones has gained huge popularity in recent years and has become a big industry. In 2011 Google Play passed 10 billion downloads. The game Angry Birds alone has been installed on devices more than 50 million times. Increased performance of mobile devices means that new development techniques can be used to make more advanced games. This project presents a new technique to develop multiplayer games using a distributed system. Multiplayer games often use a client-server architecture in order to communicate. Many games present a shared game universe to the players. Updates to the game state must be performed consistently, otherwise discrepancies in the game state may appear to the players. Mobile devices are unreliable servers for several reasons. First, they use a Wi-Fi connection that may not be reliable. Second, the devices have limited amounts of resources. The operating system may need to terminate the server, e.g., to recover memory for important services such as receiving phone calls. Lastly, if the person with the server chooses to stop playing, the game cannot proceed. A distributed system can prevent unreliable devices from causing failures. When a device becomes unavailable, all its responsibilities should be transfered to other devices in the system. This project presents the distributed system Same for sharing state in mobile multiplayer games. Same is a peer-to-peer system with a master device that automatically recovers from failure. When a master fails, the system may enter an inconsistent state. Recovery is performed by electing a new master that restores consistency by comparing the state of all the clients in the system. The system is presented as a general model for sharing state and implemented for the Android operating system. Same is evaluated using benchmarks and an example application. Updates are performed consistently and distributed to all the connected devices. Same is shown to be a viable alternative to a standard client-server architecture.

Place, publisher, year, edition, pages
Institutt for datateknikk og informasjonsvitenskap , 2012. , 69 p.
Keyword [no]
ntnudaim:7491, MTDT datateknikk, Komplekse datasystemer
URN: urn:nbn:no:ntnu:diva-18890Local ID: ntnudaim:7491OAI: diva2:566351
Available from: 2012-11-08 Created: 2012-11-08

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