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Online Gaming Models Research在线游戏模式的研究
Networked Games Objectives – Understand the types of human interaction that a network game may provide and how this influences game play. Understand what technologies may be employed in the development of network games. Realise the different architectures available for network game deployment. Gaming environment We consider gaming environments that place emphasis on the following requirements: User views of the gaming environment must be consistent “enough” to ensure successful game play. Users interact with the gaming environment in “real-time”. Gaming environment is graphically represented, with possible use made of sound and tactile feedback. Typical examples of the type of games we consider: Unreal Tournament, Age of Empires, Quake Arena. Round based games (i.e., not real-time) are not considered. For example, Civilization III. Achieving user-to-user communications The only method available to provide user-to-user communication is via message passing. There are three approaches: Centralised server – state information is held on a centralised data store. De-centralised server – state information is held on a number of data stores. Peer – state information is held by the user’s node. Irrelevant of approach, message passing over a computer network is required. Protocols need to be derived to aid in satisfying real-time and consistency requirements. Centralised server approach Users are geographically distributed, however, management of state is accomplished at a single geographic location (server). User nodes simply update state as indicated by the server. This means that any potentially state changing event that is derived from a user node, say U1, must be sent to the server via a message, with state change occurring at U1 only when appropriate message received back from server. Node-server communication may occur via two methods: Pull: Node periodically polls the server. Push: The server periodically sends new state change information to node. Using pull approa
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