[comp.protocols.tcp-ip] Interactive game playing over an internet network

smart@ditmela.oz (Robert Smart) (02/03/89)

I am amazed that there don't seem to be protocols and programs for 
supporting game playing over an internet network. The sort of thing I 
envisage would allow a client program to connect to a game control 
server. They could then start a game, or join an existing game. The 
protocol would include the ability to send move information to the 
control server, receive state-of-game information from the control
server, send text information to opponents, opponents and partners, 
just partners [this last not allowed in some games, e.g. Bridge!].
Given the appropriate control server it should then be easy to modify 
programs like the Sun gammontool and chesstool to provide nice human 
interfaces to various games.

I really feel that something like this would be extremely worthwhile 
in demonstating the sort of things that you can do with networks. I 
try to convince people that interactive computer networking doesn't 
have to mean that you use the network to log into an interactive 
account on a remote machine. In fact logging in over a network tends 
to be both a horrible security problem and a very inefficient use of 
network resources. But when you try to describe other ways that a 
network could be used interactively, there aren't a lot of examples: 
remote disk and file access and the talk/phone system (which isn't 
used a lot). I am sure a system such as I propose would inspire people 
with interests in worthwhile activities like remote education,
learning through serious role playing and computer conferencing.

Anybody else interested? Any existing work? Should we write an RFC?

Bob Smart, CSIRO Division of Information Technology, Australia
           smart@ditmelb.oz.au (or smart%ditmelb.oz.au@uunet.uu.net)

cheriton@PESCADERO.STANFORD.EDU (David Cheriton) (02/06/89)

VMTP (RFC 1045) is intended support the type of communication required for
distributed games (as well as other uses).  We are in the middle of
modifying mazewars to use VMTP and IP multicast, and will announce it
when available.  We are not planning to solve all the directory issues
raised by needing to register games, locate a particular game, etc.
I think a network directory service that could record this information
is the major missing piece. X.500?
David Cheriton

CERF@A.ISI.EDU (02/06/89)

There have been some interesting dynamic games run on low-delay
nets, mostly LANs (e.g. XEROX PARC has several, but I don't remember
the names - one involved a chase though a maze of corridors
and you got zapped if a big, CBS-like EYE was caught staring at
you - your opponent).

What might be interesting is a delayed/deferred kind of game
which you could essentially join or leave at any time, catch
up on, as in computer-based teleconferencing, etc. Maybe
some sort of group adventure? 

I suppose some board games would work if the delays were
reasonably short. Chess obviously works fine in delayed mode.

Vint

david@ms.uky.edu (David Herron -- One of the vertebrae) (02/06/89)

Ah, but there are some such games.  For instance, empire.

In any case, my impression is that not much noise is made lest management
take a dim view of this sort of use of the network.
-- 
<-- David Herron; an MMDF guy                              <david@ms.uky.edu>
<-- ska: David le casse\*'      {rutgers,uunet}!ukma!david, david@UKMA.BITNET
<-- Now I know how Zonker felt when he graduated ...
<--          Stop!  Wait!  I didn't mean to!

dwaitzma@bbn.com (David Waitzman) (02/06/89)

In article <4051@ditmela.oz> smart@ditmela.UUCP (Robert Smart) writes:
>I am amazed that there don't seem to be protocols and programs for 
>supporting game playing over an internet network. The sort of thing I 
>envisage would allow a client program to connect to a game control 
>server. They could then start a game, or join an existing game. The 
>protocol would include the ability to send move information to the 
>control server, receive state-of-game information from the control
>...
>Anybody else interested? Any existing work? Should we write an RFC?
>...

May I suggest that new work in this area exploit IP Multicasting?
Many-player games (and conferences) certainly could use multicasting,
and multicasting certainly could use games to become more widely valued.

Please see RFC-1054 and RFC-1075 for more information.

thank you,
-david (dwaitzman@bbn.com)

jg@jumbo.dec.com (Jim Gettys) (02/06/89)

In article <[A.ISI.EDU].5-Feb-89.12:53:46.CERF> CERF@A.ISI.EDU writes:
>There have been some interesting dynamic games run on low-delay
>nets, mostly LANs (e.g. XEROX PARC has several, but I don't remember
>the names - one involved a chase though a maze of corridors
>and you got zapped if a big, CBS-like EYE was caught staring at
>you - your opponent).

There are quite a few such games for X these days, including a
re-implementation of MAZEWAR (which actually precedes XEROX PARC; I played
it in 1972 or 1973 at MIT on IMLAC displays).  The possibly dubious claim
was made to me that it had been banned from the Internet because of
excessive use between MIT and Stanford, which was skewing network use
statistics.  (Maybe someone out there actually knows....).  There
is also xtrek, and at least one other empire like game, which are network
based.  Only mazewar is really distributed; the others involve invoking
a single server which then use multiple machines for display, which
X facilitates.

I guess I know X has succeeded by the proliferation of games for it... :-)
				Jim Gettys

VAF@SCORE.STANFORD.EDU (Vince Fuller) (02/06/89)

The two most memorable games from the Xerox PUP days were MazeWar (which Vint
Cerf described) and AltoTrek, in which you controlled a ship on one of three
teams and went around blasting members of the other teams and planting your
bases around various planets (which could later be used for purposes such as
spying and self-distruction, if other players approached). Xtrek is a game
similar to AltoTrek which is implemented using the X protocol (which is layered
over TCP/IP) and I believe an almost identical copy of MazeWar has also been
implemented using X. I believe there are also others of this sort: Xtank and
Xconq (multi-player Empire), though I haven't seen them myself.

	--Vince
-------

vjs@rhyolite.SGI.COM (Vernon Schryver) (02/06/89)

In article <4051@ditmela.oz>, smart@ditmela.oz (Robert Smart) writes:
> I am amazed that there don't seem to be protocols and programs for 
> supporting game playing over an internet network....
> Anybody else interested? Any existing work? Should we write an RFC?
> 
> Bob Smart, CSIRO Division of Information Technology, Australia
>            smart@ditmelb.oz.au (or smart%ditmelb.oz.au@uunet.uu.net)


A standard would be nice.  It should support not only "low-speed" games
such as chess or bridge, but also those which require at least a couple
dozen updates/second, such as Silicon Graphics' "arena" and "dogfight."

"Dogfight" has been a very useful tool for these past several years.  It
has sold lots of systems, and, since it was converted from XNS-multicast to
UDP-broadcast, killed a number of obsolete machines which happened to be on
the same networks.  (We're working on IP-multicast so "dog" can get across
gateways as well as be friendlier to old stuff.)

Vernon Schryver
Silicon Graphics
vjs@sgi.com

philipp@physicsa.mcgill.ca (Philip Prindeville Comp Ctr) (02/06/89)

I would be more inclined to think of something like Project Athena's
Zephyr notification system, but that could be out of lack of respect
for X.500.  See the Winter 1988 Usenet proceedings for a description
or ftp it from athena-dist.mit.edu, in pub/usenet (I think)...

-Philip

kent@WSL.DEC.COM (02/07/89)

	There have been some interesting dynamic games run on low-delay
	nets, mostly LANs (e.g. XEROX PARC has several, but I don't remember
	the names - one involved a chase though a maze of corridors
	and you got zapped if a big, CBS-like EYE was caught staring at
	you - your opponent).

I ported Mazewar to X and UDP a while back. Other people have built
distributed games on top of IP (xtrek and xconq come to mind). I'm not
sure that a centralized server/protocol would have done me a lot of
good -- there's a lot of traffic and the extra hops can become
significant. In Mazewar, one of the games acts as a central server for
people who join the game and does "rebroadcast" of some of the packets,
but there are also some short circuits for efficiency. I only use
broadcasts to try to find an existing game.

Of course, if there had been an existing protocol implementation, I
might have built on top of it, and not noticed any loss in game responsiveness.

	What might be interesting is a delayed/deferred kind of game
	which you could essentially join or leave at any time, catch
	up on, as in computer-based teleconferencing, etc. Maybe
	some sort of group adventure? 

This sort of game has been built, too. Peter Langston's empire for
Unix, built starting in the late 70s, has contributed to more than one
academic suicide. (it's a highly detailed world conquest game, based on
a board game played at Reed College.) I've lost track of the game in
recent years, but he developed it actively for quite some time. As many
as 20 players could play in a single game, playing moves when they
wished. Games sometimes lasted weeks on end...

chris

griefer@ibmarc.uucp (Allan D. Griefer) (02/08/89)

You might look at DREGS, a distributed games package from the University of
Wisconsin.

tmac@SOL.ENGIN.UMICH.EDU (02/09/89)

I haven't actually played xtrek (though we have it) but xconq
I have played over the network and it does provide an intersting
effect to the game. I wouldn't mind seeing more like this.  Plus,
building it using the X toolkit provides (though xconq could use
a little improvement) a good user interface.

	_Tom

CERF@A.ISI.EDU (02/10/89)

Chris,

By academic suicide, I take it you mean failing to pay attention
to studies, etc.

Is Langston reachable? The distributed game sounds worth writing
a paper or at least a column.

Vint

kent@WSL.DEC.COM (02/10/89)

Vint,

	By academic suicide, I take it you mean failing to pay attention
	to studies, etc.

Yup, exactly. Someone wrote to me and said that a modern version of the
game is available on ucbvax.berkeley.edu. 

chris

sean@ms.uky.edu (Sean Casey) (02/11/89)

In article <[A.ISI.EDU].9-Feb-89.18:36:57.CERF> CERF@A.ISI.EDU writes:
>Is Langston reachable? The distributed game sounds worth writing
>a paper or at least a column.

Langston is not really reachable, but UCSD empire is only based on
Langston empire. It is growing into another creature altogether. You
can find it on ucbvax.berkeley.edu in /empire.

There are scads of multiplayer games using Berkeley INET sockets, you
just have to look hard.

Sean
-- 
***  Sean Casey                        sean@ms.uky.edu,  sean@ukma.bitnet
***  Who sometimes never learns.       {backbone site|rutgers|uunet}!ukma!sean
***  U of K, Lexington Kentucky, USA  ..where Christian movies are banned.
***  ``Fate? I thought you said Freight.''

werme@Alliant.COM (Ric Werme) (02/12/89)

With the proliferation of X, I imagine a feature of interactive games would
be a common user interface throughout the net.  Keep in mind the possibilities
of allowing individual sites or users to develop their own interface.

Once upon a time, on an ARPAnet long, long ago (1973?) the Friday hackers
forum at MIT start a discussion on a network-wide Star Trek game.  I was
C-MU, I think we had input from Perdue and Stanford.  The idea was to inspire
work on network graphics, a task that was languishing because everyone's
system was different.  We toyed around with the idea of developing Star Trek
Protocol (STP) and servers on each machine that were identical.  Each server
would be responsible for some of the postional calculations, communicating
with the other servers, and with local game clients.

This would allow each site to write custom clients and encourage people
to come up with really good, efficient, and informative interfaces for the
game players.  (And to develop automated players if there weren't enough
real people around or if you wanted some extra help.)

It had a lot of possibilities, but none of us had the time to devote to it
and nothing came of it, as far as I know.  Someone at PARC in a more
authoritative position put forth a very similar proposal, but one aimed more
at network graphic protocols than my interest in specialized clients.

In 1974 I started fading from the ARPAnet.  First to DEC, then to a dot
matrix printer companies, then to starting a company to write a music teaching
program for Apples.  Now to Alliant and the Usenet.  Maybe I'll make it back
to the Internet someday.

But I still won't have any time for STP!
-- 

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