Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control...
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Transcript of Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control...
Team ThinkTank
Specifications
Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy
tanks. Each player gets a point per tank
destroyed.
Specifications
Tanks can move around the map. All players will be on the same map. The map will be in the form of a top down
view. The edges of the map will be treated like
walls.
Requirements
Transmissions will be encrypted. Communication between users will be
synchronized. Built on top of the M2MI architecture. Game will be fault tolerant to people
leaving and entering.
Limitations
Limited number of users. Can only join one game at a time. Cheating control is limited. Synchronization prevents the game from
updating events in real-time.
Optional Ideas
Different game modes. Multiple games on the same network.
Papers for Selection
A Counter-Based Reliable Broadcast Protocol by Chang and Hwang
A Distributed Architecture for Multiplayer Interactive Applications on the Internet by Diot and Gauthier
A Reliable Transfer Protocol for Ad-Hoc Networks by Sundaresan, Anantharaman, Hsieh and Sivakumar
Counter-Based Reliable Protocol Guarantees two properties:
1. All receivers in group receive broadcast message.
2. Each of the receivers order the messages in the same sequence.
Counter-Based Reliable Protocol Paper details how messages work in “normal”
circumstances. Abnormal circumstances (nodes leaving,
joining), left out in paper. We will improve upon their ideas to make it work with this occurring.
Basis is nodes arranged in a ring, token passed around via broadcast message. Token contains ordered message descriptors from each node.
Multiplayer Interactive Apps
Describes implementation of maze game, similar to Combat!
Gives some measurements regarding broadcast delays.
We will measure our broadcast delays and compare.
Multiplayer Interactive Apps
Our broadcast will be based on Model-View-Controller architecture
Time interval between Controller sending a tank movement/shoot message, to when View receives that all parties have heard message.
A Reliable Transfer Protocol
Describes a proposed transfer protocol for Ad-Hoc Networks (ATP).
ATP has many similarities to TCP. The goal of ATP is to provide similar
services to the ones provided by TCP:Congestion Control and Reliability.
A Reliable Transfer Protocol
TCP uses sender and receiver windows.ATP uses rate based transmissions.
Reliability with ATP is highly dependent on the receiver feedback and the selective use of ACKs.
Measurement Description
Measure delay between controls to move tank, and reliable broadcast layer acknowledging all nodes have received broadcast.
Test with distributed as well as same machine hosted game sessions, with varying numbers of players
Integration Plans
Implement interfaces for various components within architecture, then implement interfaces with minimal functionality
Fill in functionality for interfaces with “real code” later
Test Studies
Front end tank simulation integrated in single player mode with no communications
Reliable broadcast/encryption layer implemented with simple counter application (each application simply broadcasts increasing numbers to ensure reliable reception)
Risk Analysis
Big risk is the reliable broadcast layerMitigate by starting that among first to be
implementedDesign in such a way such that
implementations may easily be swapped out
Version Control
Use CVS version controlEverybody can update same file
simultaneouslyEverybody has their own sandbox to work in In RCS, only one person can have file
checked out at a time.
Tentative Schedule
Interface Placeholders: Jan 7th
GUI: Jan 14th
Reliability/Security/Encryption: Jan 21st
Reliability/Synchronization: Jan 28-Feb 4th
Test/Debug: Feb 11th
Options, etc. Feb 18th