Since the expansion of their market and their challenging requirements, Massively Multiplayer Online Games are gaining increasing attention in the scientific community. One of the key factors in this kind of application is represented by the ability to rapidly deliver game events among the various players over the network. Employing in this context Mirrored Game Server architectures and adapting RED (Random Early Detection) techniques borrowed from network queuing management, we are able to show sensible benefits in upholding interactivity and scalability, whilst preserving game state consistency and game evolution fluency at the player's side.Index Terms-Consistency, event delivery service, interactivity, massively multiplayer online game, online entertainment.
In this work we present and discuss new geodetic velocity and strain-rate fields for the Euro-Mediterranean region obtained from the analysis of continuous GNSS stations. We describe the procedures and methods adopted to analyze raw GPS observations from >4000 stations operating in the Euro-Mediterranean, Eurasian and African regions. The goal of this massive analysis is the monitoring of Earth’s crust deformation in response to tectonic processes, including plate- and micro-plate kinematics, geodynamics, active tectonics, earthquake-cycle, but also the study of a wide range of geophysical processes, natural and anthropogenic subsidence, sea-level changes, and hydrology. We describe the computational infrastructure, the methods and procedures adopted to obtain a three-dimensional GPS velocity field, which is used to obtain spatial velocity gradients and horizontal strain-rates. We then focus on the Euro-Mediterranean region, where we discuss the horizontal and vertical velocities, and spatial velocity gradients, obtained from stations that have time-series lengths longer than 6 and 7 years, which are found to be the minimum spans to provide stable and reliable velocity estimates in the horizontal and vertical components, respectively. We compute the horizontal strain-rate field and discuss deformation patterns and kinematics along the major seismogenic belts of the Nubia-Eurasia plate boundary zone in the Mediterranean region. The distribution and density of continuous GNSS stations in our geodetic solution allow us to estimate the strain-rate field at a spatial scale of ∼27 km over a large part of southern Europe, with the exclusion of the Dinaric mountains and Balkans.
The astonishing increase in the spread of the Internet has given rise to a globally connected community proficient at deploying online games for a large number of participants geographically located very far from each other. However, online games are characterized by more stringent requirements than traditional distributed applications deployed over the Internet can fulfill. Indeed, one of the key factors in determining the success of an online game is its ability to rapidly deliver events to the various game servers that maintain the state of the game over the network. We have already demonstrated [Palazzi et al. 2004] that in this context adapting RED (random early detection) techniques, borrowed from queuing management, can improve the global responsiveness of a game. However, this solution may not be sufficient for a specific class of online games. We deem that fast-paced multiplayer online games (such as shoot 'em ups, for example) in which participants have to behave frenetically, must guarantee a very high degree of interactivity, even at the cost of partially sacrificing the consistency of the game state. In this case having only a partially consistent view of the game state will not affect a player's amusement as much as delaying action-processing activity will. Hence we explore the possibility of applying a RIO-based (RED with in and out) algorithm to manage game delivery to the various game servers, in order to improve the degree of interactivity for fast-paced online games. Preliminary experimental results confirm the viability of our approach.
New technological developments in wireless networks and location-based information systems are greatly affecting the prominent scenarios represented by mobile markets, commercial and industrial organizations, and cooperative social environments. To model and control such complex organizational systems, the use of scientific methodologies, such as participatory simulation and agent-based modeling is becoming increasingly common. Further, users of these collaborative systems demand the availability of sophisticated tools that are able to present visually the results of cooperative simulation activities on the screen of handheld devices. In this context, we have designed and developed a software architecture able to support the execution of agent-based participatory simulation activities, and to render them in a 3D virtual world over wireless devices. We report on several experiments, gathered on the field, showing that the architecture we have developed is able to render, in a timely fashion, on a wireless device, the results of cooperative simulation activities performed by agent-based programming platforms.
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