Multiplayer Computer Games   TKO_5725


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Timetable

Lectures

Date Topics Additional material and links of interest Note
1. Tue, Nov. 1 Introduction. Communication layers. Slides, ServerSocketExample.java, SocketExample.java
2. Thu, Nov. 3 Physical platform. Slides, MulticastReceiver.java, MulticastSender.java Guest lecture 1 p.m.
3. Tue, Nov. 8 Logical platform. Slides Chapter 8 of the lecture notes distributed.
4. Thu, Nov. 10 Networked application. Slides, history of SIMNET, HLA, NPSNET, DIVE, ARQuake
5. Tue, Nov. 15 Compensatory techniques. Consistency and responsiveness. Scalability. Slides
6. Thu, Nov. 17 Protocol optimization. Slides
7. Tue, Nov. 22 Dead reckoning. Prediction and convergence. Slides
8. Thu, Nov. 24 -- Lecture cancelled.
9. Tue, Nov. 29 Local perception filters. Slides Chapter 9 of the lecture notes distributed.
10. Thu, Dec. 1 Bullet time effect. Slides, MaxMazeDemonstrator
11. Thu, Dec. 8 Synchronized simulation. Area-of-interest filtering. Slides No lecture on Independence Day.
12. Tue, Dec. 13 Cheating prevention. Technical exploitations. Slides, analysing DoS activity Chapter 10 of the lecture notes distributed.
13. Thu, Dec. 15 Rule violations. Conclusions. Slides Last lecture.

Examinations

The examination dates are:
  1. January 16, 2006.
  2. February 13, 2006.
  3. March 2, 2006.
Check the exact times and places here, and remember to enrol in time.

Note: If you are not a student of University of Turku, you must follow these instructions to receive credits.


Lecture notes

Paper copies of the lecture notes (Jouni Smed and Harri Hakonen: Algorithms and Networking for Computer Games, University of Turku, 2005) are distributed in the lectures throughout the course. No electronic version of the lecture notes is made publicly avaible.

See also Smed and Hakonen: Algorithms and Networking for Computer Games, John Wiley & Sons, 2006.


Syllabus

Outline: Multiplayer computer games are distributed applications, which require real-time interaction, consistent view on data and secure communication between the participants. This course focuses on realizing these goals in a networked environment. Apart from extending the topics of the prior course Algorithms for Computer Games, the topics cover among other things communication architectures, area-of-interest management, dead reckoning algorithms, and cheating prevention.

Credits: 4 cp (2 cu)

Prerequisites: Algorithms for Computer Games (mandatory), Client-Server Applications and User-Interfaces (recommended)

Teaching methods: Lectures (28 h), Tuesdays 2-4 p.m. and Thursdays 12-2 p.m.

Assessment: Examination

Literature: Lecture notes

Lecturer: Jouni Smed

Schedule: November 1 - December 15