Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control...

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Team ThinkTank

Transcript of Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control...

Page 1: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

Team ThinkTank

Page 2: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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.

Page 3: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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.

Page 4: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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.

Page 5: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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.

Page 6: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

Optional Ideas

Different game modes. Multiple games on the same network.

Page 7: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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

Page 8: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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.

Page 9: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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.

Page 10: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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.

Page 11: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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.

Page 12: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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.

Page 13: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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.

Page 14: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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

Page 15: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

Integration Plans

Implement interfaces for various components within architecture, then implement interfaces with minimal functionality

Fill in functionality for interfaces with “real code” later

Page 16: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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)

Page 17: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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

Page 18: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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.

Page 19: Team ThinkTank. Specifications Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets.

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