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Team ThinkTank

Team ThinkTank. Specifications. Ad Hoc networking game. Similar to the Atari Combat! Players control their tank and shoot enemy tanks. Each player gets a point per tank destroyed. Specifications. Tanks can move around the map. All players will be on the same map.

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Team ThinkTank

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  1. Team ThinkTank

  2. Specifications • Ad Hoc networking game. • Similar to the Atari Combat! • Players control their tank and shoot enemy tanks. • Each player gets a point per tank destroyed.

  3. Specifications • Tanks can move around the map. • All players will be on the same map. • The map will be in the form of a top down view. • The edges of the map will be treated like walls.

  4. Requirements • Transmissions will be encrypted. • Communication between users will be synchronized. • Built on top of the M2MI architecture. • Game will be fault tolerant to people leaving and entering.

  5. Limitations • Limited number of users. • Can only join one game at a time. • Cheating control is limited. • Synchronization prevents the game from updating events in real-time.

  6. Optional Ideas • Different game modes. • Multiple games on the same network.

  7. Papers for Selection • A Counter-Based Reliable Broadcast Protocol by Chang and Hwang • A Distributed Architecture for Multiplayer Interactive Applications on the Internet by Diot and Gauthier • A Reliable Transfer Protocol for Ad-Hoc Networks by Sundaresan, Anantharaman, Hsieh and Sivakumar

  8. Counter-Based Reliable Protocol • Guarantees two properties: • All receivers in group receive broadcast message. • Each of the receivers order the messages in the same sequence.

  9. Counter-Based Reliable Protocol • Paper details how messages work in “normal” circumstances. • Abnormal circumstances (nodes leaving, joining), left out in paper. We will improve upon their ideas to make it work with this occurring. • Basis is nodes arranged in a ring, token passed around via broadcast message. Token contains ordered message descriptors from each node.

  10. Multiplayer Interactive Apps • Describes implementation of maze game, similar to Combat! • Gives some measurements regarding broadcast delays. • We will measure our broadcast delays and compare.

  11. Multiplayer Interactive Apps • Our broadcast will be based on Model-View-Controller architecture • Time interval between Controller sending a tank movement/shoot message, to when View receives that all parties have heard message.

  12. A Reliable Transfer Protocol • Describes a proposed transfer protocol for Ad-Hoc Networks (ATP). • ATP has many similarities to TCP. • The goal of ATP is to provide similar services to the ones provided by TCP:Congestion Control and Reliability.

  13. A Reliable Transfer Protocol • TCP uses sender and receiver windows.ATP uses rate based transmissions. • Reliability with ATP is highly dependent on the receiver feedback and the selective use of ACKs.

  14. Measurement Description • Measure delay between controls to move tank, and reliable broadcast layer acknowledging all nodes have received broadcast. • Test with distributed as well as same machine hosted game sessions, with varying numbers of players

  15. Integration Plans • Implement interfaces for various components within architecture, then implement interfaces with minimal functionality • Fill in functionality for interfaces with “real code” later

  16. Test Studies • Front end tank simulation integrated in single player mode with no communications • Reliable broadcast/encryption layer implemented with simple counter application (each application simply broadcasts increasing numbers to ensure reliable reception)

  17. Risk Analysis • Big risk is the reliable broadcast layer • Mitigate by starting that among first to be implemented • Design in such a way such that implementations may easily be swapped out

  18. Version Control • Use CVS version control • Everybody can update same file simultaneously • Everybody has their own sandbox to work in • In RCS, only one person can have file checked out at a time.

  19. Tentative Schedule • Interface Placeholders: Jan 7th • GUI: Jan 14th • Reliability/Security/Encryption: Jan 21st • Reliability/Synchronization: Jan 28-Feb 4th • Test/Debug: Feb 11th • Options, etc. Feb 18th

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