A Reusable Component for Communication and Data Synchronization in Mobile Distributed Interactive Applications
Abdul Malik Khan (Institut T\'el\'ecom, T\'el\'ecom Sudparis, CNRS UMR, SAMOVAR, Evry, France), Sophie Chabridon (Institut T\'el\'ecom, T\'el\'ecom, Sudparis, CNRS UMR SAMOVAR, Evry, France), Antoine Beugnard (Institut, T\'el\'ecom, T\'el\'ecom Bretagne, Brest, France)

TL;DR
This paper introduces a reusable Synchronization Medium component that manages communication and consistency in mobile distributed interactive applications like multiplayer games, simplifying development and maintaining acceptable performance.
Contribution
It presents a novel architecture for a reusable Synchronization Medium component that separates consistency concerns from application logic in mobile DIAs.
Findings
The Synchronization Medium is reusable across different games.
Performance overhead of the component is acceptable.
The approach improves development simplicity and consistency management.
Abstract
In Distributed Interactive Applications (DIA) such as multiplayer games, where many participants are involved in a same game session and communicate through a network, they may have an inconsistent view of the virtual world because of the communication delays across the network. This issue becomes even more challenging when communicating through a cellular network while executing the DIA client on a mobile terminal. Consistency maintenance algorithms may be used to obtain a uniform view of the virtual world. These algorithms are very complex and hard to program and therefore, the implementation and the future evolution of the application logic code become difficult. To solve this problem, we propose an approach where the consistency concerns are handled separately by a distributed component called a Synchronization Medium, which is responsible for the communication management as well as…
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