This article describes the design, implementation, and evaluation of: MiMaz
e, a distributed multiplayer game on the Internet, and, more precisely, it
describes the design of dedicated transmission control mechanisms. MiMaze i
s implemented on a completely distributed communication architecture based
on the IP multicast protocol suite (RTP/UDP/IP). This is the first work to
analyze a distributed interactive name on the multicast Internet. The major
element of the MiMaze architecture is a distributed synchronization mechan
ism that guarantees the consistency of the game regardless of network delay
. This article provides an evaluation of the MiMaze game on the MBone, and
discusses approaches to monitor and evaluate this new type of application.
The main contribution of this work is to show, based on an example, the fea
sibility of this new family of applications on ct best-effort network. It i
s shown that real-time interactivity can be maintained, provided that some
level of inconsistency can be tolerated by the application, This work also
highlights the role of multicast as an enabling technology for a real-time
Internet.