1 / 23

Pictionary Game Application for Ad-Hoc Networks

Pictionary Game Application for Ad-Hoc Networks. EEE436 / CS422 Preliminary Presentation Group 2 21.04.2010. Outline. Team Members Project Overview Rules for Pictionary Game Architecture Server Side Client Side Flow Chart/Operational Summary Developmental Stage of the Prototype

guyjoseph
Download Presentation

Pictionary Game Application for Ad-Hoc Networks

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Pictionary Game Application for Ad-Hoc Networks EEE436 / CS422 Preliminary Presentation Group 2 21.04.2010

  2. Outline • Team Members • Project Overview • Rules for Pictionary • Game Architecture • Server Side • Client Side • Flow Chart/Operational Summary • Developmental Stage of the Prototype • Future Work Coşkun, Dağ, Gürses, Mıdoğlu 1

  3. Outline • Team Members • Project Overview • Rules for Pictionary • Game Architecture • Server Side • Client Side • Flow Chart/Operational Summary • Developmental Stage of the Prototype • Future Work Coşkun, Dağ, Gürses, Mıdoğlu 2

  4. Team Members Network setup • Cemil Can CoşkunElectrical and Electronics EngineeringSenior Student • Selin DağElectrical and Electronics EngineeringSenior Student • İbrahim GürsesComputer EngineeringSenior Student • Çise MıdoğluElectrical and Electronics EngineeringSenior Student GUI design Image streaming Socket programming Coşkun, Dağ, Gürses, Mıdoğlu 3

  5. Outline • Team Members • Project Overview • Rules for Pictionary • Game Architecture • Server Side • Client Side • Flow Chart/Operational Summary • Developmental Stage of the Prototype • Future Work Coşkun, Dağ, Gürses, Mıdoğlu 4

  6. Project Overview • Undertaken as a requirement of the EEE436/CS422 course • Multiplayer game for the users of a wireless network. Each player takes turns in drawing a picture on the shared interface: • Person who is drawing is called the artist. Other players (guessers) try to guess what the picture is • Guessers submit their guesses in written form to the artist. If a guess is correct, the guesser who has submitted the guess wins the tour, also earning the artist some points • Intended to serve for recreation / entertainment purposes. Useful tool for increasing visual creativity Coşkun, Dağ, Gürses, Mıdoğlu 5

  7. Project Overview – Cont. • Uses the underlying ad-hoc network to which all players are connected. The wireless connection is established using the IEEE 802.11 protocol • Takes the internet-based games “iSketch” and “Yahoo Pictionary” as examples • The game requires a minimum of 2 players connecting via their mobile devices • GUI: Multicolor sketch screen, text sending and receiving screen, score screen, timer running backward from 60 seconds Coşkun, Dağ, Gürses, Mıdoğlu 6

  8. Outline • Team Members • Project Overview • Rules for Pictionary • Game Architecture • Server Side • Client Side • Flow Chart/Operational Summary • Developmental Stage of the Prototype • Future Work Coşkun, Dağ, Gürses, Mıdoğlu 7

  9. Rules • The game consists of 8 rounds where the artistis given a word to draw, and the other players try to guess it within 1 minute • Artist receives5 pointsif any of the guessers submit a correct guess, and 0 points if no correct guesses are made within 1 minute • The first playerto guess the target word correctly receives5 points • Wrong guesses do not result in any point loss: a guesser can submit as many guesses as he/she wishes Coşkun, Dağ, Gürses, Mıdoğlu 8

  10. Outline • Team Members • Project Overview • Rules for Pictionary • Game Architecture • Server Side • Client Side • Flow Chart/Operational Summary • Developmental Stage of the Prototype • Future Work Coşkun, Dağ, Gürses, Mıdoğlu 9

  11. Game Architecture wireless ad-hoc network (7 peers) network host game host game host Coşkun, Dağ, Gürses, Mıdoğlu 10

  12. Game Architecture • Peer-to-peer (P2P) type architecture where each player takes turns in becoming the server • Simultaneous multimedia transfer is handled via serialization of the bitmap image (bitmap object) • 4 sockets are used in the overall process: • 1 for establishing the game [port: 11000] • 1 for sending and receiving the serialized bitmap image [port: 12000] • 1 for sending and receiving the guesses: address [port: 13000] guess (string) + time stamp (integer) + IP • 1 for ending the game [port: 14000] Coşkun, Dağ, Gürses, Mıdoğlu 11

  13. Game Architecture – Cont. Server Side • A normal member of the ad-hoc network becomes the server if: • He/she starts the program (Pictionary.exe) and then chooses “Create New Game” [game host] • Enters an already existing game, plays for a while and then it becomes his turn to draw [artist] • Server determines the start of the game and tells it to clients: • Send the IP addresses of all players to all of the players • This is also signal for them to reset their counters • Randomly selects a word from a text database (“target word”) • Compares the received guesses against the target word (time stamps!) Coşkun, Dağ, Gürses, Mıdoğlu 12

  14. Game Architecture – Cont. Server Side • Determines the end of the round: • Keeps track of time (countdown) • Keeps track of the scores • At the end of the round: • Determines if it is the last round (end of the game) • Sends the score information to the next server • Sends the summary of the round as a message to all players (winner, time remaining, updated scores) • Closes all sockets • Becomes a client Coşkun, Dağ, Gürses, Mıdoğlu 13

  15. Game Architecture – Cont. Client Side • A normal member of the ad-hoc network becomes a client if: • He/she starts the program (Pictionary.exe) and then chooses “Connect to a Game” [default client] • Establishes a game, plays for a round as the artist and then gives the turn to another player [guesser] • Client receives an indicator at the start of the game and resets its counter • In the course of the game, simultaneously receives the bitmap image from the server (counter is running down from 60 in the meantime) • Submits guesses in the form: guess (from user interface) + timestamp (from system clock) + IP address • Receives a message from the server at the end of the round Coşkun, Dağ, Gürses, Mıdoğlu 14

  16. Outline • Team Members • Project Overview • Rules for Pictionary • Game Architecture • Server Side • Client Side • Flow Chart/Operational Summary • Developmental Stage of the Prototype • Future Work Coşkun, Dağ, Gürses, Mıdoğlu 15

  17. Operational Summary • A person establishes an ad-hoc network (does not need to be a player) • People connect to this wireless ad-hoc network • Those who wish to play Pictionary run the program • Among the people who run the program, those who wish to start a new game click “Create New Game” and those who wish to join an already existing game (if any) click “Connect to a Game” • [Server] Broadcast a message with one’s own IP address and wait for incomers • [Client] Use a dedicated listener to see if anyone is broadcasting, list servers in the user interface Coşkun, Dağ, Gürses, Mıdoğlu 16

  18. Operational Summary • [Server] Start the round (user interface) • [Client] Wait until the server starts the game • [Server] Send all IP addresses to all players and indicate start of the round • [Client] Reset timer when start of the game message is received • [Server] Send bitmap image (update every 1 second) • [Client] Deserialize information to receive the bitmap image • [Client] Send the guesser’s guess in string form with time stamp • [Server] Compare all guesses against the target word:- determine the end of the round- determine the winner’s IP and broadcast it in the network Coşkun, Dağ, Gürses, Mıdoğlu 17

  19. Outline • Team Members • Project Overview • Rules for Pictionary • Game Architecture • Server Side • Client Side • Flow Chart/Operational Summary • Developmental Stage of the Prototype • Future Work Coşkun, Dağ, Gürses, Mıdoğlu 18

  20. Prototype • Setting up a wireless ad-hoc network completed • Establishing a new gamecompleted • Joining an already establishedgame completed • IP address broadcasting through the network completed • Bitmap object serializing-deserializing completed • Text sending-receiving between 2 peers completed • Role changing (server to client) in progress • Role changing (client to server) in progress • Exception handling in the runtime not comp. Coşkun, Dağ, Gürses, Mıdoğlu 19

  21. Outline • Team Members • Project Overview • Rules for Pictionary • Game Architecture • Server Side • Client Side • Flow Chart/Operational Summary • Developmental Stage of the Prototype • Future Work Coşkun, Dağ, Gürses, Mıdoğlu 20

  22. Future Work • Database: • Enhanced database (number of words) • Random selection of the target word more sophisticated so that the same word does not appear twice in a game • Server-side programming: • Round count (to determine the end of game) • User interface development: • Server interface (text display panel to display guesses, more drawing tools) • Client interface (wait –game loading- screen) Coşkun, Dağ, Gürses, Mıdoğlu 21

  23. The End Thank you for listening. Questions?

More Related