Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model

Abstract

We examine the process of creating asynchronous networked games by applying systematic transformations to their single-computer analogues, identify the need for such transformations, and propose a simple system of rules for them. In developing these rules, our primary concerns are comparing the flow of events in single-processor and networked games and examining the restrictions and limitations resulting from speed considerations. Although this paper only discusses games, the transformation rules may apply to any networked application with asynchronous data input and exchange.

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Document Details

Document Type
Technical Report
Publication Date
Aug 01, 1997
Accession Number
ADA446104

Entities

People

  • Brian Rothstein
  • Daniel M. Zimmerman
  • Khai Pahm
  • Yevgeniy Kaganovich

Organizations

  • California Institute of Technology

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Fields of Study

  • Computer science

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  • Computer Networking
  • Game Theory.
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