A Framework for Turn-Based Local Multiplayer Games
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10362/120491 |
Resumo: | Mobile devices are present in people’s everyday lives and have gone from being a tool used purely to communicate. Currently they are also used as a means to entertain, by listening to music, watching videos or playing games. When it comes to games, these can be played alone (single player games) or with other people (multiplayer games), from strangers to family and friends. Local multiplayer games are a popular choice because they connect groups of physically close people to play and allow them to interact. However, there are some concerns to address. Local multiplayer games connect de vices but that alone isn’t enough to ensure correct game play. These games need to distribute the game state between the devices and solve the issues that ensue from that. These involve matching players, managing game state (making sure players get the cur rent state in a reasonable time frame, in order for the next moves to be performed), dealing with player inflow and outflow, among other problems. To reliably handle the aforementioned issues, in this thesis we propose Peppermint, a framework and runtime system to program local multiplayer games on the mobile edge. It was developed on top of Basil GardenBed, a data storage and dissemination system for the mobile edge developed at NOVA LINCS, that provides communication between devices. On the other hand, the challenges stemming from the games’ execution will be addressed by our framework, which are validated by the development and evaluation of one game according to a set of functional metrics. The results obtained during testing of our framework, mostly in a simulated setting, show that the framework is able to create and store matches, letting players join, leave and play in them. It will also discard the generated data when the match ends, so that the network doesn’t end up being cluttered with data that isn’t being accessed anymore. These characteristics constitute a framework has a set of core features that can be expanded in future work. |
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A Framework for Turn-Based Local Multiplayer GamesMobile devicesedge computingmultiplayer gamesDomínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e InformáticaMobile devices are present in people’s everyday lives and have gone from being a tool used purely to communicate. Currently they are also used as a means to entertain, by listening to music, watching videos or playing games. When it comes to games, these can be played alone (single player games) or with other people (multiplayer games), from strangers to family and friends. Local multiplayer games are a popular choice because they connect groups of physically close people to play and allow them to interact. However, there are some concerns to address. Local multiplayer games connect de vices but that alone isn’t enough to ensure correct game play. These games need to distribute the game state between the devices and solve the issues that ensue from that. These involve matching players, managing game state (making sure players get the cur rent state in a reasonable time frame, in order for the next moves to be performed), dealing with player inflow and outflow, among other problems. To reliably handle the aforementioned issues, in this thesis we propose Peppermint, a framework and runtime system to program local multiplayer games on the mobile edge. It was developed on top of Basil GardenBed, a data storage and dissemination system for the mobile edge developed at NOVA LINCS, that provides communication between devices. On the other hand, the challenges stemming from the games’ execution will be addressed by our framework, which are validated by the development and evaluation of one game according to a set of functional metrics. The results obtained during testing of our framework, mostly in a simulated setting, show that the framework is able to create and store matches, letting players join, leave and play in them. It will also discard the generated data when the match ends, so that the network doesn’t end up being cluttered with data that isn’t being accessed anymore. These characteristics constitute a framework has a set of core features that can be expanded in future work.Os dispositivos móveis estão presentes no dia-a-dia das pessoas e deixaram de ser apenas utilizados para comunicar. Presentemente são também usados como meio de entreteni mento, ao permitirem ouvir música, ver vídeos ou jogar jogos. Em relação a jogos, estes podem ser apenas para um jogador, ou podem ser jogados por várias pessoas (jogos mul tijogador), desde desconhecidos a família e amigos. Os jogos multijogador locais são uma escolha popular porque permitem que grupos de pessoas próximas fisicamente se juntem e interajam. No entanto, existem problemas a resolver. Os jogos multijogador locais conectam dis positivos mas apenas isso não é suficiente para garantir a sua correcção. Os jogos necessi tam de distribuir o seu estado entre os dispositivos e resolver as questões que decorrem disso. Estas envolvem agrupar jogadores, gerir o estado do jogo (ao garantir que os joga dores recebem o estado mais recente atempadamente, para que os próximos movimentos possam ser efectuados), lidar com o fluxo de jogadores, entre outros problemas. Para resolver os problemas mencionados, nesta tese apresentamos Peppermint, uma infraestrutura e sistema de execução para implementar jogos multijogador locais em dispositivos ligados a uma rede na mobile edge. Foi desenvolvido sobre o sistemaBasil GardenBed, um sistema de armazenamento e disseminação de dados na mobile edge de senvolvido no NOVA LINCS, que fornece comunicação entre dispositivos. Por outro lado, os desafios resultantes da execução dos jogos são endereçados pela nossa infraestrutura, validados pelo desenvolvimento e avaliação de um jogo de acordo com um conjunto de métricas relativas ao seu funcionamento. Os resultados, predominantemente obtidos em ambiente simulado, mostram que a infraestrutura permite criar e armazenar partidas, deixando outros jogadores entrar, sair e jogar. Também elimina os dados criados quando estas terminam, para que a rede não fique preenchida com dados que já não serão acedidos. Tudo isto forma uma infraestrutura com um conjunto de características básicas que podem ser expandidas em trabalho futuro.Paulino, HervéRUNMarreiros, Salúquia Cristina Dias Norte2021-07-05T15:57:31Z2021-022021-02-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10362/120491enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-03-11T05:03:00Zoai:run.unl.pt:10362/120491Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:44:21.903305Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
A Framework for Turn-Based Local Multiplayer Games |
title |
A Framework for Turn-Based Local Multiplayer Games |
spellingShingle |
A Framework for Turn-Based Local Multiplayer Games Marreiros, Salúquia Cristina Dias Norte Mobile devices edge computing multiplayer games Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática |
title_short |
A Framework for Turn-Based Local Multiplayer Games |
title_full |
A Framework for Turn-Based Local Multiplayer Games |
title_fullStr |
A Framework for Turn-Based Local Multiplayer Games |
title_full_unstemmed |
A Framework for Turn-Based Local Multiplayer Games |
title_sort |
A Framework for Turn-Based Local Multiplayer Games |
author |
Marreiros, Salúquia Cristina Dias Norte |
author_facet |
Marreiros, Salúquia Cristina Dias Norte |
author_role |
author |
dc.contributor.none.fl_str_mv |
Paulino, Hervé RUN |
dc.contributor.author.fl_str_mv |
Marreiros, Salúquia Cristina Dias Norte |
dc.subject.por.fl_str_mv |
Mobile devices edge computing multiplayer games Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática |
topic |
Mobile devices edge computing multiplayer games Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática |
description |
Mobile devices are present in people’s everyday lives and have gone from being a tool used purely to communicate. Currently they are also used as a means to entertain, by listening to music, watching videos or playing games. When it comes to games, these can be played alone (single player games) or with other people (multiplayer games), from strangers to family and friends. Local multiplayer games are a popular choice because they connect groups of physically close people to play and allow them to interact. However, there are some concerns to address. Local multiplayer games connect de vices but that alone isn’t enough to ensure correct game play. These games need to distribute the game state between the devices and solve the issues that ensue from that. These involve matching players, managing game state (making sure players get the cur rent state in a reasonable time frame, in order for the next moves to be performed), dealing with player inflow and outflow, among other problems. To reliably handle the aforementioned issues, in this thesis we propose Peppermint, a framework and runtime system to program local multiplayer games on the mobile edge. It was developed on top of Basil GardenBed, a data storage and dissemination system for the mobile edge developed at NOVA LINCS, that provides communication between devices. On the other hand, the challenges stemming from the games’ execution will be addressed by our framework, which are validated by the development and evaluation of one game according to a set of functional metrics. The results obtained during testing of our framework, mostly in a simulated setting, show that the framework is able to create and store matches, letting players join, leave and play in them. It will also discard the generated data when the match ends, so that the network doesn’t end up being cluttered with data that isn’t being accessed anymore. These characteristics constitute a framework has a set of core features that can be expanded in future work. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-07-05T15:57:31Z 2021-02 2021-02-01T00:00:00Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
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masterThesis |
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publishedVersion |
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http://hdl.handle.net/10362/120491 |
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http://hdl.handle.net/10362/120491 |
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eng |
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eng |
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openAccess |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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