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Interoperability

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Massively multi-player online games. Games with numbers of players much larger than 32. ... Games are packaged better from the networking perspective - there are many ... – PowerPoint PPT presentation

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Title: Interoperability


1
Interoperability Games
  • Michael Zyda, Director
  • GamePipe Laboratory
  • Zyda_at_isi.edu
  • http//gamepipe.isi.edu

2
Overview
  • Interoperability Games
  • Defense
  • Games
  • The DIME Space

3
Interoperability
  • Interoperability
  • The ability to connect simulation clients
    together such that those clients can operate on a
    perceived shared virtual environment.
  • State change and interaction event messages being
    the communications between the different models
    of the shared virtual environment.

4
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5
Dynamic Extensibility
  • Dynamic Extensibility
  • The ability to extend the virtual world by adding
    in new objects and interactions while the world
    is running.
  • Semantic Interoperability
  • Means that when we get a message from another
    simulation client that we can use that messages
    state change or interaction event in our model of
    the virtual world.
  • So if we build a dynamically extensible,
    semantically interoperable virtual environment,
    then we have a world that can bring in new
    objects into the world without changing the
    source code for our simulation and that we can
    use the new, previously unseen interactions
    encoded with that new object in our networked
    simulation world and it just works.

6
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7
Defense Interoperability
  • HLA
  • In the DoD community, we have the HLA for
    simulation interoperability.
  • HLA was designed at the time we were all still
    thinking about the Fulda Gap.
  • So its great for modeling and communicating state
    change and interactions between weapons systems
    that we already know about - basically statically
    defined worlds.
  • Not the post-9/11 world of IEDs and the MSA of
    the DIME Space.
  • HLA is not so great if what we are trying to do
    is introduce new objects that have new event
    interactions.

8
MC-02
  • MC-02
  • 43 different simulations we had to modify the
    source code of each one in order for the
    simulations to interoperate?
  • Do we really want to do business that way?

9
Games
  • Games
  • Our focus this week is on games for modeling,
    simulation and analysis.
  • People are thinking games as the interfaces in
    games are way more intuitive than the interfaces
    of our traditional MSA systems.
  • So our soldiers go into game-based simulations
    and spend way more time immersed on task rather
    than stumbling around trying to learn the
    interface.
  • And we have had some tremendous successes in the
    game space, Americas Army being one such example.

10
Game Interoperability
  • Networked Games
  • Lots of networked games and there are many that
    support squad-on-squad interactions, maybe up to
    all of 32 players - Americas Army is like that.
  • Proprietary, one-of-a-kind, networking scheme.

11
Game Interoperability
  • MMOGs
  • Massively multi-player online games.
  • Games with numbers of players much larger than
    32.
  • Proprietary, one-of-a-kind, networking schemes.

12
Game Interoperability
  • Peer-to-peer
  • Peer-to-peer networking is when we have peers
    that are connected directly to each other for
    game play, with that game play discovered through
    some server or name space mediation scheme.

13
Game Interoperability
  • Authentication servers game lobbies
  • Games are packaged better from the networking
    perspective - there are many systems/plug-ins
    that help you choose which game to play, which
    level provide support for you to challenge your
    buddy to a round via chat services.
  • Lots of fun with patents on this

14
Game Interoperability
  • Time-stamped, event ordered packets
    dead-reckoning-based packet architectures
  • SIMNET begat DIS begat HLA and the common
    technology down there is dead-reckoning - most
    DoD worlds are dead-reckoned and are based on
    best-effort UDP communications schemes.
  • In the game world, first-person shooters are dead
    reckoned, or ought to be
  • BUT there is great demand and utilization of
    time-stamped, event ordered packet architectures
    - think sports games and you understand why
  • Lots of patent issues here, as well but they all
    get stomped by Lamports 1978 Time, clocks and
    the ordering of events in a distributed system
    paper.

15
Game Interoperability
  • Game Security
  • Bigger problem than in DoD - DoD has done lots of
    things about network security and gets there due
    to process/procedure standardization.
  • Game industry reinvents what it does in
    networking with each game and then only gets to
    security when it is in fire fighting mode.
  • Facts of note - Sony has 120 networked games and
    four different middleware solutions for
    networking those games and none of the
    implementations are interoperable or even
    readable by different programmers.
  • No standards, no interoperability - although the
    question is starting to be asked with perhaps the
    biggest driver being IP ownership - no real
    requirement to have games interoperate but could
    get there if the IP solution was guaranteed
    lawsuit-free.

16
Other Game Industry Networking Issues
  • Voice streams headsets
  • Simultaneous text chat
  • Distributed database patents
  • Packet algorithm patents
  • Not much RD in the game industry and not much in
    the way of patent filings in the networked game
    arena and the industry is starting to find out
    the hard way of the importance of licensable IT
    technology.

17
MSA for the DIME Space
  • Probably the best motivator for the use of games
    and interoperability, especially dynamically
    extensible, semantically interoperable
    interoperability is the new focus on MSA for the
    DIME Space
  • DIME is diplomatic, intelligence, military and
    economic space.
  • Anti-terrorism is pushing us towards this and
    consideration of future potential world state.
  • Read the NIC 2020 report

18
NIC 2020 Report
  • Mapping the Global Future
  • Hypothesizes four potential futures
  • Davos World - expanding integrating global
    economy
  • Pax Americana - rising Asia, aging global powers,
    global energy demands, decline of US unipolarity
  • A New Caliphate - halting progress on
    democratization
  • Cycle of Fear - transmuting international
    terrorism WMDs

19
NIC 2020 Games
  • So imagine an MMOG that lets us explore the NIC
    2020 alternative worlds
  • Of course, we need it interoperable.
  • We need it in game form that produces results for
    analysis and decision.
  • We need to be able to extend and modify that game
    world as we learn more.
  • So dynamically extensible, semantically
    interoperable MSA in a new important domain

20
The GamePipe Laboratory
  • Michael Zyda, Director
  • Zyda_at_isi.edu
  • http//gamepipe.isi.edu
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