Department of Information Technology, University of Turku, 20014 Turku, Finland
Networking has become the main selling point
for computer games: commercial games are expected to support multiplaying and
the online game sites aim at supporting an ever increasing number of users. At
the same time, new game console releases rely heavily on the appeal of online
gaming, and a whole new branch of mobile entertainment has emerged with
intention to develop distributed multiplayer games for wireless applications.
This special issue on “Networking for computer games” focuses on the latest
research done on networked computer games and presents five papers exploring different
aspects of online multiplayer games.
Multiplayer computer games require both
consistent and responsive networking. Consistency is important for maintaining
a similar set of data for all players, whereas responsiveness requires that
updates to the data are done as promptly as possible. These two requirements,
however, are often contradictory and solving this consistency–responsiveness
dichotomy lies in the heart of real-time interactive networking. In the first
paper “Towards an information model of consistency maintenance in distributed
interactive applications,” Xin Zhang et al. approach this topic by introducing
a framework for analysing the state fidelity of predictive methods.
A massively multiplayer game can have tens
of thousands simultaneous players from all of over the world, which means that
the scalability of the chosen network architecture becomes critical. Moreover,
a massive multiplayer game often requires maintaining a persistent game world,
where the game progresses around the clock regardless whether a player takes
part in it. The next two papers address this topic. In the second paper
“High-level development of multiserver online games,” Frank Glinka et al.describe
a middleware system called real-time framework, which aims at raising the level
of abstraction for the developer of an online game. In the third paper, “ALVIC
versus the Internet: redesigning a networked virtual environment architecture,”
Peter Quax et al. present a generic framework for deploying a massive
multiplayer online game using the existing Internet resources.
Mobile gaming and wireless games require a special attention to
maintain a continuous and error-free flow information. In the fourth paper “The
playing session: enhanced playability for mobile gamers in massive metaverses,”
Stefano Cacciaguerra and Gabriele D'Angelo introduce a mechanism, based on
mimicking the player activities, which is capable of controlling the
communication even in a case of a network failure.
The online game sites aim at providing the players more customized
content according to the players preference and playing style. This requires
methods for analysing the player behavior, which is also important in detecting
players who cheat or otherwise misbehave in the game world. In the fifth paper
“Visualization of online-game players based on their action behaviors,” Keita
Iizuka and Ruck Thawonmas present an approach for recognizing different player-type
clusters by visualizing the players in-game decisions.
Jouni Smed