Please use this identifier to cite or link to this item: https://doi.org/10.1109/ICPADS.2011.132
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dc.titleSYMA: A synchronous multihop architecture for wireless ad hoc multiplayer games
dc.contributor.authorHuang, T.-Y.
dc.contributor.authorLin, C.-M.
dc.contributor.authorJiang, J.-R.
dc.contributor.authorOoi, W.T.
dc.contributor.authorAbdallah, M.
dc.contributor.authorBoussetta, K.
dc.date.accessioned2013-07-04T08:25:21Z
dc.date.available2013-07-04T08:25:21Z
dc.date.issued2011
dc.identifier.citationHuang, T.-Y., Lin, C.-M., Jiang, J.-R., Ooi, W.T., Abdallah, M., Boussetta, K. (2011). SYMA: A synchronous multihop architecture for wireless ad hoc multiplayer games. Proceedings of the International Conference on Parallel and Distributed Systems - ICPADS : 793-798. ScholarBank@NUS Repository. https://doi.org/10.1109/ICPADS.2011.132
dc.identifier.isbn9780769545769
dc.identifier.issn15219097
dc.identifier.urihttp://scholarbank.nus.edu.sg/handle/10635/41345
dc.description.abstractIn this paper, we propose a synchronous multihop architecture (SYMA) for wireless ad hoc multiplayer games. In SYMA, devices are assumed to have one-hop neighbor device information, as well as timers synchronized with good accuracy. A player, called game initiator, broadcasts an invitation message to invite other players to join a new game. A joining player issues a message along with its neighborhood information, including the expected transmission time (ETT) for each neighbor node, to reply to the invitation so that the initiator can derive the topology of the participating players. The initiator applies Floyd- Warshall shortest path algorithm, taking the topology and ETT values as input to construct the shortest path spanning tree rooted at each player (or node). It then calculates the expected broadcast time (EBT) for each tree, which is useful to estimate the time for the root node of a tree to broadcast a game state to all tree nodes. Finally, the tree with the smallest EBT is selected as the communication tree and its root is designated as the coordinator, which collects timestamped actions of each player, executes the game logic, and then broadcasts the new game state. By exploiting synchronized timers, the game state consistency is guaranteed, and each node can be scheduled to send/receive game messages without causing collisions. © 2011 IEEE.
dc.description.urihttp://libproxy1.nus.edu.sg/login?url=http://dx.doi.org/10.1109/ICPADS.2011.132
dc.sourceScopus
dc.subjectAd hoc
dc.subjectMultihop games
dc.subjectMultiplayer
dc.typeConference Paper
dc.contributor.departmentCOMPUTER SCIENCE
dc.description.doi10.1109/ICPADS.2011.132
dc.description.sourcetitleProceedings of the International Conference on Parallel and Distributed Systems - ICPADS
dc.description.page793-798
dc.description.codenPIPSF
dc.identifier.isiut000299395900106
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