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covering much larger areas (Halldórsson, Joseph, & Vahab, 2010). In order to
use Wi-Fi for certain mobile phones, phones repeatedly scans for any Wi-Fi
access points to build a map of geo-referenced Wi-Fi access points. After
building a map of geo-referenced Wi-Fi access points, the phone will create a
habitual map of user's habitual locations, as well as a private library of
geocoded base stations. Therefore, when user's phone discovers the
previous
connected Wi-Fi access points, allows future location observations according to
its geocoded library of base stations and facilitating users to connect to the
previous habitual locations (Montoliu, Blom, & Perez, 2012).
Multiplayer has a typical approach where players collaborate or
compete within a virtual world. Each player has an avatar or character that
represents the player's presence by performing various actions, such as moving,
picking up objects, or communicating with other players (Denault
& Kienzle,
2011).
As most gaming servers have a major challenge that when thousands of
players join to the gaming server. The developers need to maximize user's
experience by reducing the probability of lag experience. Due to the fact that, if
by any chance, the server is under heavy load, players may experience such
horrible gaming experience such as longer processing time of user's request.
Therefore developers should be optimizing the bandwidth (Denault
& Kienzle,
2011)..
Developers should be providing a consistent view of the virtual world to
players, since players tend to modify
the game content as players desired.
Since the possibility of a server may have thousands of players connecting to a
game server, the chance is that connections from the server may failure or
rather disconnect may occur fairly often. Hence servers must cope-up with the
environment or the gameplay may get ruined for players. The most basic aspect
of multiplayer that players are treated equally between each other, regardless of
the environment that server brings to the fellow players. Therefore the server
needs to cope up with the imbalance that might occur beforehand by the
exploiting players for players own advantage (Denault & Kienzle, 2011)..
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