A MAPE Loop Control Pattern for Heterogeneous Client/Server Online Games

نویسندگان

  • Satoru Yamagata
  • Hiroyuki Nakagawa
  • Yuichi Sei
  • Yasuyuki Tahara
  • Akihiko Ohsuga
چکیده

Online games are recently gained attention according to the increase of the bandwidth of the Internet. On the other hand, when we develop an online game, we have to consider the time lag problem caused by the heterogeneous environments. In this poster paper, we try to apply MAPE loop model, which consists of four key activities (Monitoring, Analysis, Planning, and Execution) for adaptation, to help reduce the problem in the heterogeneous online game environment. In particular, we propose a MAPE loop control pattern for the heterogeneous client/server model. We experimentally embed the pattern into an online game application, and the results demonstrate that our MAPE loop control pattern will help to reduce the time lag problem in the online game application. Keywordsclient/server online game; self-adaptive systems; MAPE loop control pattern; time lag

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

A Novel Method for VANET Improvement using Cloud Computing

In this paper, we present a novel algorithm for VANET using cloud computing. We accomplish processing, routing and traffic control in a centralized and parallel way by adding one or more server to the network. Each car or node is considered a Client, in such a manner that routing, traffic control, getting information from client and data processing and storing are performed by one or more serve...

متن کامل

A CSA Method for Assigning Client to Servers in Online Social Networks

This paper deals with the problem of user-server assignment in online social network systems. Online social network applications such as Facebook, Twitter, or Instagram are built on an infrastructure of servers that enables them to communicate with each other. A key factor that determines the facility of communication between the users and the servers is the Expected Transmission Time (ETT). A ...

متن کامل

Enhancing Game-Server AI with Distributed Client Computation

In the context of online role-playing games, we evaluate offloading AI computation from game servers to game clients. In this way, the aggregate resources of thousands of participating client machines can enhance game realism in a way that would be prohibitively expensive on a central server. Because offloading can add significant latency to a computation normally executing within a game server...

متن کامل

Coordinating Heterogeneous Game-Based Learning Approaches in Online Learning Environments

Game-based learning is quickly becoming a popular trend in Technology-Enhanced Learning. However, the field is very broad with many different initiatives being classified as game-based learning. On the other hand, instructors are demanding effective ways to track the interaction of the students with the games and to assess the learning process. The diversity is a major issue in this regard, req...

متن کامل

Security Design in Online Games

The emergence of online games has fundamentally changed security requirements for computer games, which previously were largely concerned with copy protection. In this paper, we examine how new security requirements impact the design of online games by using online Bridge, a simple client-server game, as our case study. We argue that security is emerging as an inherent design issue for online g...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2014