A Survey on Multiplayer Games over VANETs Environment

A Survey on Multiplayer Games over VANETs Environment

  

A Survey on Multiplayer Games over VANETs Environment

Salah Noori  Mjeat , Foad S. Mubarek

 

Abstract: the development of wireless technologies and the massive acceptance of network-based multiplayer games, these games have taken great interest in recent years, especially the games based on the Vehicular Ad hoc networks (VANET), where a group of people exploit wireless technologies equipped with vehicles and play games, whether between them or with another group within the same transmission range.Due to the fact that vehicles travel at various speeds and across multiple routes, a wireless connection duration is hard to maintain for long periods of time according to the topology of VANET. This might cause packets loss during the interaction between players. This study focusing on the state of the art multiplayer games for VANETS environment applications. As the researchers required previous studies to create a novel contribution in the academic branch this study presents a survey in the multiplayer games for them.

Key Words vehicles travelVANETS; Ad hoc networks.

 

REFERENCES

[1]    F. D. Da Cunha, Z. Boukerche, L. Villas, A. Carneiro Viana, and A. A. F. Loureiro, “Data Communication in VANETs: A Survey, Challenges and Applications,” [Research Report] RR-8498, INRIA Saclay, pp. 1–26, 2014, [Online]. Available: http://hal.inria.fr/hal-00981126/.

[2]    D. S. Gaikwad and M. Zaveri, “VANET routing protocols and mobility models: A survey,” Commun. Comput. Inf. Sci., vol. 197 CCIS, pp. 334–342, 2011, doi: 10.1007/978-3-642-22543-7_34.

[3]    O. K. Tonguz and M. Boban, “Multiplayer games over Vehicular Ad Hoc Networks: A new application,” Ad Hoc Networks, vol. 8, no. 5, pp. 531–543, 2010, doi: 10.1016/j.adhoc.2009.12.009.

[4]    W. Xu, Wu, Daneshmand, Liu, “A data privacy protective mechanism for WBAN,” Wirel. Commun. Mob. Comput., no. February 2015, pp. 421–430, 2015, doi: 10.1002/wcm.

[5]    T. Beigbeder, R. Coughlan, C. Lusher, J. Plunkett, E. Agu, and M. Claypool, “The effects of loss and latency on user performance in unreal tournament 2003®,” Proc. ACM SIGCOMM Work. Netw. Syst. Support Games, NetGames’04, no. May 2002, pp. 144–151, 2004, doi: 10.1145/1016540.1016556.

[6]    L. Pantel and L. C. Wolf, “On the impact of delay on real-time multiplayer games,” Proc. Int. Work. Netw. Oper. Syst. Support Digit. Audio Video, pp. 23–29, 2002, doi: 10.1145/507671.507674.

[7]    C. Chambers, W. C. Feng, W. C. Feng, and D. Saha, “Mitigating information exposure to cheaters in real-time strategy games,” Proc. Int. Work. Netw. Oper. Syst. Support Digit. Audio Video, pp. 7–12, 2005, doi: 10.1145/1065983.1065986.

[8]   Wu chang Feng, Francis Chang, Wu chi Feng, and Jonathan Walpole. A

[9] Kuan-Ta Chen, Polly Huang, and Chin-Laung Lei. Game traffic analysis: an mmorpg perspective. Elsevier’s Computer Networks, 50(16):3002–3023, 2006.

[10] Paul Bettner and Mark Terrano. 1500 archers on a 28.8: Network programming in age of empires and beyond. In The 2001 Game Developer Conference Proceedings, 2001.

[11]  A.-G. Bosser, “Massively multi-player games,” pp. 263–268, 2004, doi: 10.1145/1067343.1067378.

[12]   J. D. Pellegrino and C. Dovrolis, “Bandwidth requirement and state

          consistency in three multiplayer game architectures,” in Proceedings of

          the 2nd workshop on Network and system support for games, 2003,

          pp.52–59

[13]   P. Liu, “Rear-seat Multiplayer Gaming using Peer-to-Peer Car

          Communication Networks,” no. September, 2007.

 

Share |