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Chinese chess based on jabber

  • Quanyu Wang*
  • , Siyin Liu
  • *Corresponding author for this work
  • Beijing Institute of Technology

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Multiplayer computer games are becoming more and more popular. While much effort has been contributed to point-to-point communication based architecture and network game traffic, we proposed a server decentralized game architecture based on Jabber in order to have high availability, performance, scalability, fault tolerance and security. Three components of the architecture: players, game servers and record-keeper are defined and functioned. The architecture is implemented and instanced as a Chinese Chess game. The game data are packed with XML stanzas and delivered to the addressed player through XML streams. In order to test the availability, the game is experimented and the result is meaningful even though the test environment is rough.

Original languageEnglish
Title of host publicationTechnologies for E-Learning and Digital Entertainment - First International Conference, Edutainment 2006, Proceedings
PublisherSpringer Verlag
Pages706-710
Number of pages5
ISBN (Print)3540334238, 9783540334231
DOIs
Publication statusPublished - 2006
Event1st International Conference on Technologies for E-Learning and Digital Entertainment, Edutainment 2006 - Hangzhou, China
Duration: 16 Apr 200619 Apr 2006

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume3942 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference1st International Conference on Technologies for E-Learning and Digital Entertainment, Edutainment 2006
Country/TerritoryChina
CityHangzhou
Period16/04/0619/04/06

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