SIT353 - Multiplayer and Networked Games
|Year||2015 unit information|
|Enrolment modes:||Trimester 2: Burwood (Melbourne), Waurn Ponds (Geelong), Cloud (online)|
Must have completed 4 units in SIT151, SIT152, SIT153, SIT251, SIT252, SIT253, SIT254, SIT255, SIT352, SIT354
2 x 1 hour class per week, 1 x 2 hour practical per week
Note:You will need to access substantial learning resources and experiences in CloudDeakin (Deakin’s online learning environment). Compliance with the Standards in computing, connectivity and student capability are a condition on your enrolment.
The unit starts with an introduction to networking and games discussing the role of networks, a model for packet based communications, networking in games and expected communication patterns. Network components for distributed games are created bottom up from network sockets that reveal the workings of TCP and UDP and building these up to provide mechanisms to address common communication issues such as connection establishment, reliable communication and flow control relevant to the networked game context. The components are matched with the architectures used in multiplayer computer games (MCGs). Client-server and peer-to-peer systems are covered with respect to their implications with regard to network communications.
Networking issues in distributed virtual worlds is used as a model for representation and communication of elements of a virtual environment with regard to communication strategy and data manipulation. Massive MCGs require scaling up to high demand situations by distributing load and adaptive updates. Management of such systems relies on benchmarking of networked games: relating network behaviour to the performance of a MCG and high performance network programming techniques.
Support for the social, economic and political structures that form in MCGs is examined with respect to the influence that it has on multiplayer interaction and networking. These interactions are extended to include mobile game networking which adapts networking patterns to wireless networks and to consider issues of cheating. This is related to the incorporation of social networking and its implications with respect to network architectures in games. Emergence strategies in multi-agent systems provide techniques for encouraging player interactions that produce stable MCGs.
Examination 50%, two assignments (20%, 30%) 50%
Unit Fee Information
|Student Contribution Rate*||Student Contribution Rate**||Fee rate - Domestic Students||Fee rate - International students|
* Rate for all CSP students, except for those who commenced Education and Nursing units pre 2010
** Rate for CSP students who commenced Education and Nursing units pre 2010
Please note: Unit fees listed do not apply to Deakin Prime students.