Castles A Strategy Game Exploring Mobile Collaborative Adaptive Software - PowerPoint PPT Presentation

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Castles A Strategy Game Exploring Mobile Collaborative Adaptive Software

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And Some Other Seamful Games. Matthew Chalmers, Malcolm Hall, Marek Bell ... fast comms and storage of mobile devices. Seamful exposure of system (infra) ... – PowerPoint PPT presentation

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Title: Castles A Strategy Game Exploring Mobile Collaborative Adaptive Software


1
CastlesA Strategy Game Exploring Mobile
Collaborative Adaptive Software
  • Matthew Chalmers, Malcolm Hall, Marek Bell
  • University of Glasgow, UK

2
CastlesAnd Some Other Seamful Games
  • Matthew Chalmers, Malcolm Hall, Marek Bell
  • University of Glasgow, UK

3
Background
  • Seamful games as a testbed for ubicomp research
  • Seamfully revealing system structure and use
  • Combining histories from multiple people,
    programs devices
  • Using wireless networks to share or disseminate
    information
  • Bandwidth and memory constraints and
    possibilities
  • Wired and long-range infrastructure wireless
    networks slow/costly?
  • Short-range wireless networks, e.g. 802.11, UWB
    fast and free?
  • Substantial memory in mobile devices (backed up
    by servers online?)

4
Treasure (a.k.a. Bill)
  • Two teams of players, Blue and Green
  • Each player has PDA802.11GPS
  • Designed for disconnection
  • Server drops coins on each PDAs map
  • Coin locations often outside network
  • Only receive this info when in network
  • Get close, pickup coins, get back into network,
    upload, get points
  • Pickpocket steals another players coins
  • Only works when in network area
  • Shield protection from pickpockets
  • Real-time maps of sampled coverage
  • Based on history of movement

5
Bandwidth and Memory
  • 802.11 hot spots set in cold expanses
  • Cost and ownership are significant constraints
    too
  • Many 802.11 apps assume constant access to one
    network
  • but perform poorly on mobile devices that are
    really mobile
  • Peer-to-peer mobile ad hoc networks
  • Rely less on central servers, active Internet
    connection, particular access points, having a
    specific static IP address
  • Issues of transience and security
  • High short-range bandwidth, taking advantage of
    local storage
  • New possibilities for interaction and gaming

6
Monopoly
  • Wi-fi hotspots in the city are used as
    properties
  • Players PDAs detect and identify wi-fi access
    points
  • First player to find a property can buy it
  • Other players owe rent if they pass by
  • Rent paid in face-to-face meetings between
    players
  • Information spreads peer-to-peer, between players
  • Small ad hoc networks between players PDAs
  • Epidemic algorithms for spreading state P2P
  • Rent due, players locations, new properties,
    bids to buy, offers to sell

7
Yoshii Feeding (Illegal Version)
  • Some play is indoors/online
  • Home wi-fi used like a (glowing) hotspot for
    street players
  • Also maps, stats and similar web paraphernalia
  • Most play is out in the street with PDAs
  • Looking for wi-fi hotspots and other players
  • Can auto-connect to net through AP?
  • A Yoshi lives there (and a Yoshi likes fruit)
  • Bring Yoshi its desired fruit to get a game point
  • Cant connect through the AP?
  • Its presented as a plantation, to seed and pick
    fruit from
  • Players can connect to each other directly
    MANETs
  • Swapping/stealing fruit, and info on plantations
    Yoshis

8
Yoshii Feeding (Legal Version)
  • Some play is indoors/online
  • Web site shows game score tables
  • Most play is out in the street with PDAs
  • Looking for wi-fi hotspots and other players
  • Open AP?
  • A Yoshi lives there (and a Yoshi likes fruit)
  • Bring Yoshi its desired fruit to get a game point
  • Closed AP?
  • Its presented as a plantation, to seed and pick
    fruit from
  • Players can connect to each other directly
    MANETs
  • Swapping/stealing fruit, and info on plantations
    Yoshis
  • Stripped-down version available at
    www.yoshigame.com

9
Castles First Prototype

10
Domino
  • Castles subsystem for handling assemblies of
    software components
  • P2P ad hoc recommendations of software modules
  • Dynamic sharing, dependency resolution and
    integration
  • Recommendation based on patterns of use, and on
    classes and dependencies
  • But users express utility or contextual relevance
    in and through their use
  • Designers specify modules class and class
    dependencies
  • Social and technical means for security and
    privacy
  • Transfer done as part of face-to-face game play
  • Also certification of modules? Sandbox? Showing
    logs of use?

11
The Current State of Affairs
  • Legal Yoshi user trial just finished
  • Stripped-down downloadable version just made
    available
  • Pilot runs of Castles recently done
  • Same base set of 54 components buildings,
    adapters and units
  • And also two other buildings, two other adapters,
    one extra unit
  • Recommendations helped players who had poor
    setups
  • Full trials of Castles beginning in October
  • Interface and comms improvements, larger
    component set
  • Video and system logs syncd for playback in
    Replayer tool
  • Issues of uniformity of system structure the
    cost of winning battles?
  • Building Bluetooth version of Domino
    infrastructure
  • Links with U. Nottingham, UCL, U. Bristol and
    Blast Theory

12
Conclusion
  • Games as a testbed for ubicomp, ubicomp as a
    testbed for games
  • Exploiting fast comms and storage of mobile
    devices
  • Seamful exposure of system (infra)structure
  • Past use as a resource for adaptation of system
    structure and ongoing use
  • Castles system adaptation as part of a
    multiplayer game
  • More coarse-grained and accessible than modding
    code
  • How will players handle dynamics, develop
    strategies and adapt game play?

13
matthew_at_dcs.gla.ac.uk www.dcs.gla.ac.uk/matthew
www.equator.ac.uk
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