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Using Bluetooth on Android




     Devices to Implement Real-Time Multiplayer Games

                                         July 2011


           Brad Boone                                           Chris Hayes
  Undergraduate, Computer Science                    Undergraduate, Computer Science
      Truman State University                        University of Missouri – Columbia
      bmb2453@truman.edu                                cdh7x9@mail.missouri.edu

            Corey Darr                                        Dale Musser
  Undergraduate, Computer Science                Assistant Professor, Computer Science
 Southeast Missouri State University               University of Missouri – Columbia
     cbdr38@mail.missouri.edu                           musserda@missouri.edu




               ABSTRACT                         chose to limit message traffic as much as
   Mobile devices running the Android OS        possible, to avoid possible negative
are becoming ubiquitous and are widely          effects from Bluetooth’s low bandwidth
used for playing games. The portability of      capabilities. Our team recorded an
these devices lends itself to the creation      average latency of approximately 20ms
of multiplayer gaming using ad-hoc              between devices, and using the methods
networking in place of external network         we implemented, were able to maintain a
to route traffic between devices. Since a       subjectively stable and synchronized
Bluetooth radio is required in all Android-     experience across devices. Based on these
compliant devices, our team chose to            results, we found that dead-reckoning
research the feasibility of implementing a      methods make Android games using ad-
real-time multiplayer game between two          hoc networks highly feasible, provided
Android devices, specifically HTC Nexus         the developers restrain message traffic to
Ones. We investigated the effects of            critical game events only.
latency on gameplay, as well as how to
divide processing tasks between two                         INTRODUCTION
phones using a client-server architecture.          With the rise of Android as a popular
We developed two games using modified           and open-source mobile operating
dead-reckoning methods to compensate            system, development of real-time video
for latency between phones. We also             games is on the rise. The portability of

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PaperUsing Bluetooth on Android Devices to Implement Real-Time Multiplayer Games

  • 1. Using Bluetooth on Android Devices to Implement Real-Time Multiplayer Games July 2011 Brad Boone Chris Hayes Undergraduate, Computer Science Undergraduate, Computer Science Truman State University University of Missouri – Columbia bmb2453@truman.edu cdh7x9@mail.missouri.edu Corey Darr Dale Musser Undergraduate, Computer Science Assistant Professor, Computer Science Southeast Missouri State University University of Missouri – Columbia cbdr38@mail.missouri.edu musserda@missouri.edu ABSTRACT chose to limit message traffic as much as Mobile devices running the Android OS possible, to avoid possible negative are becoming ubiquitous and are widely effects from Bluetooth’s low bandwidth used for playing games. The portability of capabilities. Our team recorded an these devices lends itself to the creation average latency of approximately 20ms of multiplayer gaming using ad-hoc between devices, and using the methods networking in place of external network we implemented, were able to maintain a to route traffic between devices. Since a subjectively stable and synchronized Bluetooth radio is required in all Android- experience across devices. Based on these compliant devices, our team chose to results, we found that dead-reckoning research the feasibility of implementing a methods make Android games using ad- real-time multiplayer game between two hoc networks highly feasible, provided Android devices, specifically HTC Nexus the developers restrain message traffic to Ones. We investigated the effects of critical game events only. latency on gameplay, as well as how to divide processing tasks between two INTRODUCTION phones using a client-server architecture. With the rise of Android as a popular We developed two games using modified and open-source mobile operating dead-reckoning methods to compensate system, development of real-time video for latency between phones. We also games is on the rise. The portability of