Matchmaking game players on public transport

This paper extends our recent work, called GameOn, which presented a system for allowing public transport commuters to engage in multiplayer games with fellow commuters traveling on the same bus or train. An important challenge for GameOn is to group players with reliable connections into the same g...

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Bibliographic Details
Main Authors: ZHANG, Nairan, LEE, Youngki, BALAN, Rajesh Krishna
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2015
Subjects:
Online Access:https://ink.library.smu.edu.sg/sis_research/3124
https://ink.library.smu.edu.sg/context/sis_research/article/4124/viewcontent/p31_zhang.pdf
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Institution: Singapore Management University
Language: English
Description
Summary:This paper extends our recent work, called GameOn, which presented a system for allowing public transport commuters to engage in multiplayer games with fellow commuters traveling on the same bus or train. An important challenge for GameOn is to group players with reliable connections into the same game. In this case, the meaning of reliability has two dimensions. First, the network connectivity (TCP, UDP etc.) should be robust. Second, the players should be collocated with each other for a sufficiently long duration so that a game session will not be terminated by players leaving the public transport modality such as bus or train. In the GameOn paper, we focused on the first dimension while in this paper we describe detailed constraints and policies used by the matchmaker and discuss the influences of using GameOn on game design.