Castles A Strategy Game Exploring Mobile Collaborative Adaptive Software Matthew Chalmers, Malcolm...
-
Upload
noel-newton -
Category
Documents
-
view
217 -
download
0
Transcript of Castles A Strategy Game Exploring Mobile Collaborative Adaptive Software Matthew Chalmers, Malcolm...
Castles
A Strategy Game Exploring Mobile Collaborative Adaptive Software
Matthew Chalmers, Malcolm Hall, Marek Bell
University of Glasgow, UK
Castles
And Some Other Seamful Games
Matthew Chalmers, Malcolm Hall, Marek Bell
University of Glasgow, UK
Background
Seamful games as a testbed for ubicomp research‘Seamfully’ revealing system structure and use
Combining histories from multiple people, programs & devices
Using wireless networks to share or disseminate information
Bandwidth and memory: constraints and possibilitiesWired and long-range ‘infrastructure’ wireless networks:
slow/costly?
Short-range wireless networks, e.g. 802.11, UWB: fast and free?
Substantial memory in mobile devices (backed up by servers online?)
Treasure (a.k.a. Bill)
Two teams of players, Blue and GreenEach player has PDA+802.11+GPS
Designed for disconnectionServer drops coins on each PDA’s
mapCoin locations often outside networkOnly receive this info when in network
Get close, pickup coins, get back into network, upload, get points
Pickpocket: steals another player’s coinsOnly works when in network area
Shield: protection from pickpocketsReal-time maps of sampled coverage
Based on history of movement
Bandwidth and Memory
802.11: hot spots set in cold expansesCost and ownership are significant constraints too
Many 802.11 apps assume constant access to one network…but perform poorly on mobile devices that are really
mobile
Peer-to-peer mobile ad hoc networksRely less on central servers, active Internet connection,
particular access points, having a specific static IP address…
Issues of transience and security
High short-range bandwidth, taking advantage of local storage
New possibilities for interaction and gaming
Monopoly
Wi-fi hotspots in the city are used as ‘properties’ Players’ PDAs detect and identify wi-fi access points
First player to find a property can ‘buy’ itOther players owe rent if they pass by
Rent paid in face-to-face meetings between players
Information spreads peer-to-peer, between players
Small ‘ad hoc’ networks between players’ PDAs
Epidemic algorithms for spreading state P2P
Rent due, players’ locations, new properties, bids to buy, offers to sell…
Yoshii Feeding (Illegal Version)
Some play is indoors/online Home wi-fi used like a (glowing) hotspot for
street playersAlso maps, stats and similar web paraphernalia
Most play is out in the street with PDAsLooking for wi-fi hotspots and other players Can auto-connect to net through AP?
A Yoshi lives there (and a Yoshi likes fruit)Bring Yoshi its desired fruit to get a game point
Can’t connect through the AP?It’s presented as a plantation, to seed and pick
fruit from
Players can connect to each other directly: MANETs
Swapping/stealing fruit, and info on plantations & Yoshis
Yoshii Feeding (Legal Version)
Some play is indoors/online Web site shows game score tables
Most play is out in the street with PDAsLooking for wi-fi hotspots and other players Open AP?
A Yoshi lives there (and a Yoshi likes fruit)Bring Yoshi its desired fruit to get a game point
Closed AP?It’s presented as a plantation, to seed and pick
fruit from
Players can connect to each other directly: MANETs
Swapping/stealing fruit, and info on plantations & Yoshis
Stripped-down version available at www.yoshigame.com
Domino
Castles’ subsystem for handling assemblies of software componentsP2P ad hoc recommendations of software modules
Dynamic sharing, dependency resolution and integration
Recommendation based on patterns of use, and on classes and dependencies
But users express utility or contextual relevance in and through their use
Designers specify module’s class and class dependencies
Social and technical means for security and privacyTransfer done as part of face-to-face game play
Also: certification of modules? Sandbox? Showing logs of use?
The Current State of Affairs
Legal Yoshi user trial just finishedStripped-down downloadable version just made available
Pilot runs of Castles recently doneSame base set of 54 components: buildings, adapters and units
And also two other buildings, two other adapters, one extra unit
Recommendations helped players who had poor setups
Full trials of Castles beginning in OctoberInterface and comms improvements, larger component set
Video and system logs sync’d for playback in Replayer tool
Issues of uniformity of system structure: the cost of winning battles?
Building Bluetooth version of Domino infrastructure
Links with U. Nottingham, UCL, U. Bristol and Blast Theory
Conclusion
Games as a testbed for ubicomp, ubicomp as a testbed for gamesExploiting fast comms and storage of mobile devices
Seamful exposure of system (infra)structure
Past use as a resource for adaptation of system structure and ongoing use
Castles: system adaptation as part of a multiplayer gameMore coarse-grained and accessible than modding code
How will players handle dynamics, develop strategies and adapt game play?