Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model

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Bibliographic Details
Title: Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model
Authors: Zimmerman, Daniel M., Rothstein, Brian, Kaganovich, Yevgeniy, Pahm, Khai
Contributors: CALIFORNIA INST OF TECH PASADENA DEPT OF COMPUTER SCIENCE
Source: DTIC
Publication Year: 1997
Collection: Defense Technical Information Center: DTIC Technical Reports database
Subject Terms: Computer Hardware, ASYNCHRONOUS SYSTEMS, DATA PROCESSING, NETWORKS, COMPUTERS, INTERNET, TRANSFORMATIONS, JAVA, GAME THEORY, FLOW, REAL TIME, INPUT, ASYNCHRONOUS MESSAGE PASSING, NETWORKED GAMES, CLIENT-SERVER MODELS
Description: We examine the process of creating asynchronous networked games by applying systematic transformations to their single-computer analogues, identify the need for such transformations, and propose a simple system of rules for them. In developing these rules, our primary concerns are comparing the flow of events in single-processor and networked games and examining the restrictions and limitations resulting from speed considerations. Although this paper only discusses games, the transformation rules may apply to any networked application with asynchronous data input and exchange. ; Supported in part by contract CCR-9120008
Document Type: text
File Description: text/html
Language: English
Relation: http://www.dtic.mil/docs/citations/ADA446104
Availability: http://www.dtic.mil/docs/citations/ADA446104
http://oai.dtic.mil/oai/oai?&verb=getRecord&metadataPrefix=html&identifier=ADA446104
Rights: Approved for public release; distribution is unlimited.
Accession Number: edsbas.A578A677
Database: BASE
Description
Abstract:We examine the process of creating asynchronous networked games by applying systematic transformations to their single-computer analogues, identify the need for such transformations, and propose a simple system of rules for them. In developing these rules, our primary concerns are comparing the flow of events in single-processor and networked games and examining the restrictions and limitations resulting from speed considerations. Although this paper only discusses games, the transformation rules may apply to any networked application with asynchronous data input and exchange. ; Supported in part by contract CCR-9120008