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System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN services

机译:使用GSM / UMTS和WLAN服务在无线环境中为多人游戏计费的系统架构

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Games played by multiple users, each using a wireless terminal (e.g., PDA), have tremendous revenue potential for next generation wireless systems. However, the next generation of wireless systems (such as UMTS and other 3G systems) alone will not be able to provide the tight delay bounds required by these multi-player games. We develop a system architecture that enables high-quality games among multiple wireless users and at the same time enables network service providers and game service providers to charge for the gaming service. Our architecture relies on wireless vertical communication conducted over UMTS to register (authenticate) the users at the commencement of a game and to report scores at the end of the game. During the game the players exchange information over wireless horizontal communication conducted over wireless LANs. Our architecture is particularly well suited for games that have off-line software distribution, but require a registration (authentication) each timethe game is played. In this paper we describe our system architecture, which involves a UMTS-based Wireless Overlay Communication System (WOCS), and give the protocol for game initiation and score submissions. We also outline business cases for our system architecture and discuss the network provider's perspective.
机译:由每个都使用无线终端(例如,PDA)的多个用户玩的游戏对于下一代无线系统具有巨大的收入潜力。但是,仅下一代无线系统(例如UMTS和其他3G系统)将无法提供这些多玩家游戏所需的紧密延迟范围。我们开发了一种系统架构,该架构可在多个无线用户之间实现高质量的游戏,同时使网络服务提供商和游戏服务提供商可以为游戏服务付费。我们的体系结构依靠通过UMTS进行的无线垂直通信在游戏开始时注册(验证)用户并在游戏结束时报告分数。在游戏过程中,玩家通过通过无线LAN进行的无线水平通信交换信息。我们的体系结构特别适合于具有脱机软件分发功能的游戏,但是每次玩游戏都需要注册(身份验证)。在本文中,我们描述了我们的系统架构,其中包括基于UMTS的无线覆盖通信系统(WOCS),并给出了用于游戏启动和分数提交的协议。我们还概述了系统架构的业务案例,并讨论了网络提供商的观点。

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