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Course Syllabus Course Syllabus credits: 4 cp (2 cu) credits: 4 cp (2 cu) prerequisites: prerequisites: Algorithms for Computer Games Algorithms for Computer Games Multiplayer Computer Games Multiplayer Computer


  1. Course Syllabus Course Syllabus � credits: 4 cp (2 cu) credits: 4 cp (2 cu) � � prerequisites: prerequisites: � � Algorithms for Computer Games Algorithms for Computer Games � Multiplayer Computer Games Multiplayer Computer Games � knowledge on the basic concepts of computer networks knowledge on the basic concepts of computer networks � � teaching methods: lectures teaching methods: lectures � � Tuesdays 14 Tuesdays 14– –16 and Thursdays 12 16 and Thursdays 12– –14, Auditorium 14, Auditorium � � from November 1 to December 15 from November 1 to December 15 � Jouni Smed Jouni Smed � assessment: examination only assessment: examination only � Department of Information Technology, Department of Information Technology, � course web page: course web page: � University of Turku University of Turku ht t p: / / st af f . cs. ut u. f i / st a ht t p: / / st af f . cs. ut u. f i / st af f / f f / ht t p: / / st af f . cs. ut u. f i / st a ht t p: / / st af f . cs. ut u. f i / st af f / f f / 2005 2005 j ouni . sm j ouni . sm ed/ m ed/ m cg/ c g/ j ouni . sm j ouni . sm ed/ m ed/ m cg/ c g/ Examinations 1 (2) Examinations 2 (2) Examinations 1 (2) Examinations 2 (2) examination dates examination dates � questions questions � � � January 16, 2006 � based on both lectures and lecture notes based on both lectures and lecture notes January 16, 2006 1. 1. � February 13, 2006 February 13, 2006 � two questions, à 5 points two questions, à 5 points 2. 2. � March 2, 2006 March 2, 2006 � to pass the examination, at least 5 points (50%) are required to pass the examination, at least 5 points (50%) are required 3. 3. � = ⎡ ⎡ p − 5 ⎤ ⎤ check the exact times and places at check the exact times and places at � grade: grade: g g = p − 5 � � � � questions are in English, but you can answer in English or in Fi questions are in English, but you can answer in English or in Finnish nnish ht t p: / / www. i t ht t p: / / www. i t . ut u. f i / opet u ht t p: / / www. i t . ut u. f i / opet u ht t p: / / www. i t . ut u. f i / opet us/ t ent i t / . ut u. f i / opet us/ t ent i t / s/ t ent i t / s/ t ent i t / � � remember to enrol in time! remember to enrol in time! if you are not not a student of University of Turku, you must a student of University of Turku, you must � if you are � � register to receive the credits register to receive the credits further instructions are available at further instructions are available at � � ht t p: ht t ht t p: ht t p: / / p: / / / / ht / / ht ht t p ht t p t p: / t p: / : / / w : / / w / www. / www. ww. t u ww. t u t ucs t ucs cs. f cs. f . f i / . f i / i / ed i / ed educ educ ucat i ucat i at i on at i on on/ on/ cou cour s cour s cou r ses r ses es/ p es/ p / par / par ar t i ar t i t i ci t i ci ci pat ci pat pat i n pat i n i ng_ i ng_ g_co g_co cour cour ur se ur se ses. ses. s. php s. php php php Outline of the Course Guest Lecture Outline of the Course Guest Lecture � Assoc. prof. Tomas Akenine Assoc. prof. Tomas Akenine- -Möller (Dept. of CS, Lund Möller (Dept. of CS, Lund � University, Sweden): “Precomputed Local Radiance Transfer” University, Sweden): “Precomputed Local Radiance Transfer” 8. 8. Communication layers Communication layers � synchronized simulation synchronized simulation � � Auditorium, Thursday, November 3, 1 p.m. Auditorium, Thursday, November 3, 1 p.m. � area area- -of of- -interest filtering interest filtering � physical platform physical platform � � � logical platform 10. Cheating prevention 10. Cheating prevention logical platform � � networked application networked application � � attacking the hosts attacking the hosts � � 9. Compensating resourse � tampering with network traffic tampering with network traffic 9. Compensating resourse � limitations limitations � � look look- -ahead cheating ahead cheating aspects of compensation aspects of compensation � collusion � collusion � � � offending other players protocol optimization protocol optimization � offending other players � � dead reckoning dead reckoning � � local perception filters local perception filters � � 1

  2. Classification of Classification of §8 Communication Layers §8 Communication Layers Shared- -Space Space Technologies 1 (2) Technologies 1 (2) Shared � physical platform physical platform � Physical reality Physical reality � � � resides in the local, physical resides in the local, physical � Augmented Augmented Virtual Virtual world world synthetic synthetic Reality Reality Reality Reality � here and now here and now � Artificiality Artificiality � logical platform logical platform � Telepresence Telepresence � Physical Physical Tele- Tele - � physical physical Reality Reality presence presence � a real world location remote from a real world location remote from � the participant’s physical the participant’s physical location location local local remote remote � a a remote remote- -controlled controlled robot robot � Transportation Transportation � networked application networked application � Benford et al., 1998 Benford et al., 1998 Classification of Classification of §8.1 Physical Platform §8.1 Physical Platform Shared- Shared -Space Technologies 2 (2) Space Technologies 2 (2) � resource limitations resource limitations � � bandwidth bandwidth � Augmented reality Augmented reality � � � latency latency � synthetic objects are overlaid on synthetic objects are overlaid on � � Augmented Augmented Virtual Virtual the local environment synthetic synthetic the local environment � processing power for handling the network traffic processing power for handling the network traffic � Reality Reality Reality Reality � a head a head- -up display (HUD) up display (HUD) � � transmission techniques and protocols transmission techniques and protocols � Artificiality Artificiality � unicasting, multicasting, broadcasting unicasting, multicasting, broadcasting � � Virtual reality Virtual reality Physical Physical Tele- Tele - � � Internet Protocol, TCP/IP, UDP/IP Internet Protocol, TCP/IP, UDP/IP � physical physical Reality Reality presence presence � the participants are immersed in the participants are immersed in � a remote, synthetic world a remote, synthetic world local local remote remote � multiplayer computer game multiplayer computer game � Transportation Transportation Benford et al., 1998 Benford et al., 1998 Network Communication Fundamentals of Data Transfer 1 (3) Network Communication Fundamentals of Data Transfer 1 (3) � Network latency Network latency � � network delay network delay � � the amount of time required to transfer the amount of time required to transfer � a bit of data from one point to another a bit of data from one point to another � one one of of the biggest challenges: the biggest challenges: � Latency Latency � impacts directly the realism of the impacts directly the realism of the � game experience experience game Bandwidth Bandwidth � we we cannot cannot much much to reduce it to reduce it � � origins origins Protocol Protocol � � speed speed- -of of- -light delay light delay � Reliability Reliability � endpoint computers, network endpoint computers, network � hardware, operating systems hardware, operating systems � the network the network itself, routers itself, routers � 2

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