Suitability of MANET Protocols for Heterogeneous Mobile Devices Communication in Gaming and Multimedia

Item Type Meetings and Proceedings

Authors Salim, Aly; Mehdi, Qasim

Citation In: Mehdi, Q. and Elmaghraby, A. (Eds.), Proceedings of CGAMES’2008. 12th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games, 30th July – 2nd August 2008, Louisville, Kentucky, USA

Publisher University of Wolverhampton, School of Computing and Information Technology

Download date 30/09/2021 06:35:08

Link to Item http://hdl.handle.net/2384/295010 Suitability of MANET Protocols for Heterogeneous Mobile Devices Communication in Gaming and Multimedia

bismillahir-Rahmanir-Rahim

Salim, Aly and Mehdi Quasim Games Simulation and Artificial Intelligence Centre (GSAI) School of Computing and Information Technology, University of Wolverhampton, UK [email protected]

Abstract These devices are capable of performing different functions and The improvement and development of mostly they are now merged into one MANET protocols has been widely complete device. This has thus enabled researched in order to bring about new the development of more powerful technology with the rapidly developing mobile devices which are ultra-mobile field. More emphasis has been placed but at the same time can cater for a on development of protocols with some whole host of tasks like playing videos, improvements focused on one issue in music, and games at a less MANETs (ECMANSI, MANSI, ZRP, computational costs compared to the DVMRP) than working on all round PC’s. There are also indications that MANET that would significantly tackle these devices are now being brought most if not all issues with MANET into classrooms slowly but surely by protocols so far (FLIP). However, students thus in the near future they there has also been more emphasis on will form a part of their education. development of non demanding These devices however do have some applications that are not included inferiority. Due to their size, there are multiplayer gaming and real-time restrictions in hardware capabilities multimedia content rich streaming which rendered constrain on the applications. This paper looks at the capabilities as well [1]. These use of mobile devices in gaming and can be seen in different devices having multimedia rich applications. It different hardware specifications and proposes a protocol, which is in also communication specifications. development that offers better Thus to be able to relay an application efficiency, reliability, robustness and across a plethora of different devices, adaptability of wireless there must be an accommodation for communication. these devices to help relay information Keywords between heterogeneous devices as the application is in operation. MANET, Steiner Trees, Network

Protocol, Heterogeneous devices, The standard for communication Multiplayer games among mobile devices is varied with 1 Introduction some devices choosing to use rather than WIFI while some As time goes on there are many new employ both communication forms of communication being techniques. These are the two main integrated into young people’s lives? modes of wireless communication These include mobile phones, video including GPRS. The nature of mp3 players, mini laptops (ASUS) etc.

52 communication between these devices a hindrance. The mobile device has and their uniqueness has prompted the and is being trialled in different ways birth of MANET communication for different applications including protocols [1]. These protocols have the classroom usage, gaming and ability to be mobile and versatile in simulations, context aware computing, connecting different devices on the flexible mobile content delivery and move and with varying capabilities. many more [2]. Thus mobile device However, there are different routes gaming as far as types are concerned when it comes to MANET protocols can be seen as equivalent to PCs or with some using uni-casting methods Platform games for designated gaming and others using multicasting methods hardware like Playstation and Xbox for data distribution and route [10]. Some of game genres include establishment. MMOG, FPS, Strategy games, Pervasive games, educational games, The operating systems on all these Racing games, sports games, Virtual different mobile devices vary as well reality games etc [10] have already from , , linux, been designed for these game consoles. blackberry, J2ME [2]. These are the These games are now being shaped main platforms on the market being into multiplayer games on used but with Symbian taking the lead heterogeneous devices but with some in Europe terms of percentage of users difficulties because of the problems due to its feature rich system and ease associated with the portability, device of use [2]. The development engines mobility, latency, reliability of used to make gaming and advanced networks. content rich multimedia applications include J2ME, Flashlite, Brew, The utilisation of MANET protocols in JAMDAT [10]. The use of game the Dispersal and Mobile engines for mobile devices has still not communication in gaming takes place been exhausted and is thus a ripe area in the wireless networking but with of research. There are a few engines some constraints including mobile such as OPENGL ES, M3GE (Mobile device limitations, overheads, platform 3D Game Engine), EDGELIB, limitations, packet loss, speeds, and Mobiola 3D being used to create overcrowding of the bandwidth. The challenging games on mobile devices. number of players that could be This has led to a mini revolution as far involved at any given time in as the quality of graphics and game multiplayer instances could also have play available on mobile devices. an impact on the network performance These engines have given rise to more [2]. However, these limitations can be FSP’s being developed for mobile manipulated and their influence devices enabling mobile device owners reduced or even eradicated in order to to enjoy more challenging game play boost the communication level that could only be found on dedicated between heterogeneous mobile gaming equipment or PC’s [10]. devices. The mobility and number of participating devices have necessitated 2 Mobile Devices Gaming and the need for a protocol that can Communication actually encompass all this and more to Mobile devices have become part and reduce the amount of communication parcel of young people’s everyday restriction between mobile tools [2] that make them to be used in heterogeneous. One such protocol the class rooms as a helper rather than known as FLIP [5] is already in

53 development which addresses a wide 3 Network Protocol Design spectrum of devices and can be used as Principles an inter-connector between The network protocol that supports heterogeneous devices. It is well heterogeneous devices for distributing structured in enabling different devices game states and multimedia streaming to interlock into mobile should be able to: communication clouds. This protocol

can also handle the distribution of

small data packets across a wireless • minimise the latency levels in communication between network between different types of different devices devices. However it does not address the specific needs of multimedia • ensure efficiency and flexibility intensive applications. when communicating with other data link and transport In MANET’S there is a dynamic layer protocols number of nodes which need to be • provide a seamless connected together in order for communication route between communication to take place thus the heterogeneous devices thus the similarities in the Steiner tree problem efficient distribution of of trying to join a set number of points multimedia rich content/game and thus at the same time producing a states minimum tree set which would show joining of these points in an The overhead and complexity of a interconnected fashion thus enabling protocol is directly related to the cost reduction communication wise functionality of the protocol provides (transmission energy, time). There are that the flexibility of the protocol a few Multicast MANETS that have would only use in widening the types used the Steiner tree to account for cost of devices it could handle [3]. The effective shortest paths [9, 10] and in flexibility of the protocol that fits into other areas used to effectively lower different layers is shown in Figure 1. energy consumption in transmissions The protocol can take over the [7]. functionality of any layer between the transport and data link segments. At The Steiner tree which is a the same time the protocol can be used combinatorial optimization problem underneath the existing protocols to has been used in mobile device satisfy the Network layer - Data link networks to formulate heuristic layer protocols. algorithms taking polynomial time [9]. It conforms to an optimization where ENERGY ZONE there is possible set of feasible CONSERVING CLASSIFICATION MULTICASTING (ZRP) solutions which can be reduced down (ECMANSI) to a single one. Therefore the objective in using this technique is to find the Flexible Protocol (FLIP) most robust solution for the network paths between nodes from sender going to the receiver [9]. The Steiner Figure.1 Protocol Bock Diagram tree has unique features which allows for adding more vertices into the The protocol normally carries out data network as needed [8]. communication in a three phase process namely identify and tag as a

54 node and relay. The process of performance becomes compromised. identification can be done in different The more scalable the protocol can be ways. The easiest way is the random the better it is. Thus the proposed multicast identity clarification protocol is in the process of messages which sent out message to development and encompasses the use the network to see if there are any new of three different protocols explained nodes that have yet to join the network, as shown in Figure 1. if yes then they reply with a message that contains information about the The proposed protocol encompasses device. This information is then kept in three different protocols with one as a as a set of tables across the main base that actually at its level can be network nodes which then deduce how used as a basic communication routes can be formed when needed. protocol on its own. The other protocol used is ECMANSI [7], which is Although the main aim of the protocol mainly concerned with reliability and is to cater for heterogeneous mobile energy consumption during transfer of devices communication for multiplayer data packets to introduce a dynamic gaming and multimedia content rich way of cost effective route usage. The applications. The protocol should also other protocol ZRP [13], which utilises be intelligently adaptable to the lower the division of nodes into zones end needs of other applications to dependant on distances in hop counts enable a wider frontal for usability. between nodes, can be used to reduce The first step of the protocol design packet loss. If ZRP protocol combines would be its structure and how it with ECMANSI, a more robust recruits nodes and utilises the nodes MANET multicast protocol that would according to their abilities i.e. its answer most if not all the issues power levels, processing power, mentioned in Section 2. medium of wireless communication 4 Conclusions (Bluetooth, WIFI, infra red, Edge). The actual protocol would need to be like This paper presents issues that affect water when it pours into any container, MANETS when it is used in it would take the shape of that multiplayer gaming or multimedia container (adaptability). The issues that intensive purposes namely latency, need to be taken into account will be reliability, robustness. These are some movement, latency, and scalability. of the key cornerstones that make up Within movement there are questions all round protocol. The proposed involving reliability which is a protocol would seem best suited to mainstay concern in MANET tackle these issues and lay down a protocols. How does the protocol more standard base to which protocols tackle the movement issue and would try to aspire in becoming. This reliability at the same time? Latency a protocol would be able to tackle all if measure of time taken to traverse a not most of the main wireless protocol system from point A to point B is also issues that are related to wireless an important factor. The minimisation communication. This will be achieved of this tends to reduce transmission by using different principles from times thus aiding in better different communication protocols that communication. Scalability measures have so far come short to offer a good how many devices can actually use solution to address the use of mobile that protocol until such time it starts to devices in gaming and multimedia rich waiver in its robustness and thus its applications.

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