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To enable this scenario, we leverage on a hybrid architecture that allows client-server games to be played in ad-hoc mode: a number of players take turn in acting also as the server of the game.
Packets can be transmitted using two transmission modes: ad-hoc mode and infrastructure mode.
In ad-hoc mode, Hiker routes are discovered in a fully decentralised manner.
Below the network level, SCOPE relies on 802.11 ad-hoc mode and needs no infrastructure.
Sections 4 and 5 explains the route discovery process of Hitch Hiker in infrastructure and ad-hoc mode, respectively.
As can be seen from the process described above, in ad-hoc mode, Hitch Hiker requires no supporting infrastructure.
In ad-hoc mode, the bound of throughput from node 1 to node 8 is 0.3 packets/TS.
All packets from to will be first sent to using the ad-hoc mode, then be relayed to using the infrastructure mode.
Wireless nodes in the coverage of a BT can simultaneously communicate with the BT using infrastructure mode and other wireless nodes using ad-hoc mode.
The ad-hoc mode of Hitch Hiker is explained in Section 5. Section 6 discusses the route maintenance schemes of Hitch Hiker.
Additionally, another free online service will be launched this fall which enables users to play PSP software titles featuring ad-hoc mode over the internet through PS3 with other online players.
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