Tuesday, February 28, 2012

Bluetooth documentation

The resource describes most of the openly accessible functions available for our version of the framework. The resource is extremely useful as it describes how to interface with the bluetooth devices and adapters.

The usefulness of this resource is more than apparent as we are using bluetooth to interact betweeen phones and provide our network.

Tuesday, February 21, 2012

Mobile Gaming

The document describes the movement of gaming from being simplistic monochromatic games to the current interactive networked games making millions of dollars. The game describes how games like Everquest generated a revenue of around 1.5 Billion by 2004 completely outside of the game itself. Mobile games do not work in quite the same way. Most games are singleplayer and the multiplayer games are a new development. The discussion shows how using a wireless networked game via data as opposed to bluetooth is much slower than it need be and would not be overly feasible. They advise making money by buying into online currency for the games and securing them in that manner. The discussion also found that most users want to play with their friends instead of online in general.
I find that the article seems a little out of date since we've found that most of what it discussed is coming to pass and that there are various methods of making the system work correctly for more than 8 phones without horribly sucking power.

Thursday, February 9, 2012

Milti-agent communication network (card game)

The paper describes methods of sharing a similar framework of interaction between similar bots which in this case will be modeling traders with cards representing goods they are bartering. In the bartering each person can either trade their items or corner which turns in sets of cards they are looking for for points. The system begins as an action where an auctioneer keeps track of prices and bits etc but the paper then moves to a system where each person does a part of the whole job and bids are posted for the whole group and it then becomes the player's jobs to keep track of other players and spread the rules to new players entering into the bidding ground. To do this they have a framework that requests access to the group which returns a ruleset as well as the knowledge it will have for its own cards.
The system describes an interesting dynamic that we could use for the game which would make it possible to have one program with multiple apps in it and sync the apps with other users of the program a lot like you could play parts of some gamecube games on a gba (Crystal Chronicles etc).

Monday, February 6, 2012

Bluetooth Gaming Framework

The paper discusses a framework MMPI written with some simple sprite code to allow for single or multiplayer game with ease via bluetooth. It discusses the issues with speed and other data with html and the web based game today which rely on turn based movements and can instead use more quick gaming including realtime games. The system was originally created to distribute and parallel compute but works well for gaming since it quickly sends around 800 bytes in 47ms. By making the packet small it can send data to all devices quickly. The rest of the article describes the few classes that need to be tweaked in order to allow for single and multiplater games with ease.
The system shows that we can easily make a framework for gaming that allows more than just a few devices as well as make fun group games with the current bluetooth APIs. From what is shown, we can make a distributed framework and once it is in place, we can use much of what is already in place to pass messages between the devices and communicate within the games.

Thursday, February 2, 2012

Mobile Scatternets

Mobile scatter nets are simply groups of organized trees of nodes joined by bridges allowing for communication between large numbers of mobile devices. The proposed system uses a root node to generate a graph of slaves which are used to process data and also syncs with other root nodes via an intermediary called a bridge. The systems was developed to facilitate parallel computing between phones. The system is said to also be good for multiplier gaming but does not seem to have the resiliency that would be needed for such. This is due to the fact that for the system to work, slave nodes must all know they are slaves before a root node is created to create the networks.
I find that the work presented in the paper shows that our project is not only feasible but that there is most definitely a need for something such as we're proposing that is quite user friendly and geared towards gaming. The system we envision would not be so limited as the scatternet in that it would be able to join any new members and gracefully deal with drop outs. Overall their idea simply gives us a nice reference on how to organize our communication tables and a boost in confidence.