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Building a Real-Time Location-Based Urban Geofencing Game with Socket.io, Redis, Node.js and Sinatra Synchrony

How we planned, built and tested a truly real-time location-based game with Socket.io, Redis, Node.js, and what we learned along the way.

MapAttack Gameboard on an IPhone 4
Over the past few months, we spent the majority our free time building a real-time game as a test for our location platform, Geoloqi. We built the first prototype of the game at a hackathon over the course of two grueling days. It’s also where Aaron and I met Kyle Drake, who is now part of the Geoloqi team.

We called the game MapAttack! due to its map-based nature. Two teams compete to capture the most points on the gameboard. The gameboard, in this case, is the city streets of the neighborhood the players are in.

MapAttack is a game based on capturing and conquering geofences. For the uninitiated, a geofence is a virtual perimeter for a real-world geographic area. Geofencing is used with GPS tracking devices, notifying a control station when a person or vehicles enters or leaves an area. Traditionally, geofences have been used in heavy industry for tracking fleets of trucks and other moving objects over time.

Instead of tracking trucks, we set each geofence up with a point value that would give players points for entering geofences. The idea was that a virtual map would be set up on top of the real world, and players on red and blue teams would try to capture all of the geofence points in the game before the other team. To capture a point, the phone would have to detect when the player entered the fence, determine the point value of the fence, notify the player that he received the point, turn the geofence the color of the team, and then add the point to the player score and the overall team score.

MapAttack Test Game at the Portland Park Blocks

Why Build a Real-Time Geofencing Game?

The purpose of MapAttack was three-fold. First, we wanted to create a game that allowed people to physically interact with the real world instead of a computer console like a first person shooter or a real-time strategy game. Second, we were inspired by playing a real-life version of Pac-Man called Pacmanhattan, invented by graduate students at the Interactive Telecommunications Program at NYU in 2004. We played it at Portland’s WhereCamp conference in 2008, and we wanted to see if we could make a GPS version of the game, as Pacmanhattan relied entirely on phone calls and physical maps. Finally, we were building the Geoloqi platform at the time and needed a good demo of our streaming socket API.

An Iterative Approach

Taking a game from a static map to real-time, where all of the players could see each other moving on the phone and on the browser was an enormous challenge. In the beginning, the game was full of errors and bugs and required a lot of setup time.

When we tested the game with real players, the web browser tracking player movement was lagging behind the game 10-15 seconds depending on network speed. In addition, all of the players’ phones also had to poll to get updates, which means players would see a delay of 10-15 seconds even for their own position on the map. To make matters worse, some of the slower phones were basically choking on making that many network requests.

We knew that there was a better way to build the game, and that we could make it actually work in real-time. We knew that it wouldn’t be a 16 hour task, but one that was a pretty solid undertaking. We were up to the challenge and began working on it on evenings and weekends for the next few months.

Building a More Advanced PacManhattan

Kyle Drake and Aaron Parecki Working on an Early Iteration of MapAttack!Unlike a real-time GPS-based game played on smartphones, PacManhattan relied on players making phone calls to remote operators updating their location on a physical map and then relaying the newest game state back to them.

Our challenge was whether a game similar to PacManhattan could be run entirely automatically through GPS updates from the phones. When we began thinking about this idea, GPS wasn’t readily available in most smartphones. We had to wait almost 3 years for the technology to exist.

Testing the Game

Playing MapAttack! on the StreetWe tested the game with friends at conferences and around Portland along the way. Each time the experience was better, but it wasn’t good enough yet. Although we were making progress, we still didn’t have a real-time experience, and that was what we were aiming for.

When we brought the game down to Stanford University it was functional but still lagging behind. There was still a lot of work to be done.

This post is about the technical challenges we ran into during game development. While we had gained a lot of experience with location-based technologies from working on the Geoloqi app and platform for the last year, MapAttack! posed new challenges we had to overcome.

In early September 2011, we had our final test of the game and we finally achieved our goals of a truly real-time game. It took a lot to get there, and we’d like to share it with you.

Technical Challenges

Map Attack Loading Errors on iPhoneHere is an overview of the problems we had to focus on in order to build the game.

  • Handling the detection of users entering and leaving 200+ geofences concurrently.
  • Handling the volume of location-updates from all the phones in a given game (20 or more users per game).
  • The gameboard itself. We made our own in-house game editor that allowed us to quickly draw geofences on the map and assign them point values. Before we made the game editor, we had to hand code latitude and longitude markers into the database. It was extremely tedious and inefficient.
  • Changing the geofence state based on player movements.
  • Allowing each phone and web browser watching the game to be able to see the movements of players and the geofences changing color in real time. Every phone in the game sends its location to the server, which broadcasts that data to every other phone and browser watching the game.
  • Handling errors and differences in GPS technology on different smart phone models in order to ensure a fair gameplay experience. See below for a comparison of GPS data tracking on an iPhone 3GS vs. an iPhone 4.

Differences in GPS Hardware

GPS signals are known for reflecting off of tall buildings in urban settings. This causes inaccuracy and inconsistency in location data. It is less-pronounced in newer phones, but it greatly shows in older ones.

GPS Comparison in iPhone 3GS vs. 4
Users with 3GS iPhones would miss more points than players with iPhone 4s. Solving that problem required finding urban settings with buildings less than 5 stories high in which to draw the gameboard.

Pre-Streaming API

Before we finished the Geoloqi streaming API and before we started using Node.js and Socket.io, everything was based on polling for new updates. Phones reported their location at 5 second intervals and the browsers would update the game board in 5 second intervals.

Before the streaming API, every time we wanted to get location data from the phones to the server, the process consisted of opening a new connection, sending a bunch of redundant information headers in the request, and then closing the connection. This had to be done in the same way again and again, every five seconds for every phone for the entirety of the game. This resulted in a ton of redundant information and protocol overhead and resulted in a great drain on battery life of the phones as well.

In the worst case scenario, the browsers were lagging behind the game 10-15 seconds depending on network speed. What was worse was that the phones also had to poll to get updates, which means players would see a delay of 10-15 seconds even for their own position on the map. And some of the slower phones were basically choking on making that many network requests.

MapAttack Server and Phone Architecture Diagram

Enter Socket.io, Node.js, Redis, and Sinatra Synchrony

Socket.io

Socket IO: the cross-browser WebSocket for realtime appsSocket.io is a cross-browser web socket implementation allowing us to do real-time data updates on the browser and also supports older browsers. We can use the latest technology without requiring all of our users to update to the newest browsers, thanks to Socket.io falling back to older technologies in older browsers. This allow us to do instant updates across browsers and the phones in the game.

Node.js

Node JS Node.js is Evented I/O for V8 Google’s Javascript implementation for Chrome, implemented with a reactor pattern, that enables for large amounts of asynchronous data traffic.

We use a Node.js server to stream the location data from the phones to the Redis pub/sub channel. It publishes to Redis, and another Node server subscribes to that redis channel. Our Node.js server receives updates from the phones using a custom protocol similar to Google’s Protocol Buffers, which is essentially a very compact binary JSON.

When a browser wants to start streaming data, it connects to the Socket.io server and that server then subscribes to the Redis pub/sub channel. The Socket.io server sends that data via Websockets to the browser, falling back to Flash or long-polling if Websockets is not available.

In essence, Socket.io allows us to use Websockets, which are completely new, but also allows this to work on older browsers thanks to the fallback tricks.

Redis

Redis: an open source, advanced key-value store. Redis is an open source, advanced key-value store that has support for message queues using something called publish/subscribe, or pub/sub (not to be confused with PubSubHubbub).

From the higher level what this lets us do is handle the difficulty of sending data to all of the phones in the game and the browser in real-time. Every phone in the game sends its location to the server, which broadcasts that data to every other phone and browser watching the game.

One of the interesting things about the publish/subscribe system is that with a traditional system you have to maintain connections and iterate through each in order to pass data through them. The alternative would be that if you had 10,000 users you’d have to iterate through an array of 10,000 connections, which would be very slow and prone to locking up on socket problems.

Pubsub Action

Using Redis pub/sub is like starting a radio station. Once it is turned on, people (in this case, browsers) can just listen in. This allows us to do real-time data updates to clients (browsers and phones) at a massive scale.

Sinatra Synchrony

Sinatra Synchrony for Ruby by Kyle DrakeSinatra::Synchrony is a small extension for Sinatra that dramatically improves the concurrency of Sinatra web applications. Powered by EventMachine and EM-Synchrony, it increases the number of clients your application can serve per process when you have a lot of traffic and slow IO calls (like HTTP calls to external APIs). Because it uses Fibers internally to handle blocking IO, no callback gymnastics are required! This means we can just develop as if we were writing a normal Sinatra web application.

Sinatra::Synchrony allows us to do asynchronous programming (ala Node.js), except that it wraps the callbacks in Fibers (which are basically co-routines in Ruby). This allows you to do synchronous programming while taking advantage of asynchronous code. Aside from being easier to program this way, it also allows us to switch to a different concurrency/parallelism strategy if we need to. Kyle Drake developed Sinatra Synchrony specifically for MapAttack. Drake’s work became popular after he made a presentation on Sinatra::Synchrony at PDX Ruby.

The MapAttack Game Server

Finally, there is the MapAttack Game Server. In this case the Game Server is a simple database that takes care of storing the player point data that is displayed on the map and on the phones as players grab points in real-time.

International Testing

MapAttack! International Game Test in Sweden
We felt good enough about the game last week to take it on its first international test in Sweden. It passed with flying colors, although there were issues with not having enough time during the coffee break to finish the game.

Augmented Event and MapAttack in Sweden
Thanks to Michaela of Augmented Event Sweden who helped us run the game remotely, and Sony Ericsson who donated 10 Android phones for players to use for the game. We learned that the game runs better as part of a conference session or longer break time session. While the technology is solid, we’re still learning about the human element of the game. It takes about 10 minutes to download and get into groups before heading out the door to grab points at the same time. The game isn’t as fun when there’s only 20 minutes available to both set up and play it!

What We Learned

We learned that, while difficult, it is completely possible to create a truly real-time gaming experience with geofences and location-based technology. We didn’t know if it was possible when we started, and didn’t think too much as to how difficult it might be.
MapAttack Game at Stanford University
The whole thing was a very iterative process fueled by feedback and help and struggles, but also this lingering feeling that we were doing something that was important in some way. We keep going because playing the game felt awesome and exciting. It felt almost like being a kid again. We knew that as long as we had fun playing the game, we knew we were moving in the right direction.

Source Code

We made the source code for MapAttack available for download. You can download or fork the source code for MapAttack here. If you build anything interesting with it, please let us know!

Upcoming Games

We’ll be bringing MapAttack! to WhereCamp Portland on October 7-9, 2011. We’ll give an overview of the technology there as well. If you plan to be in the area, please join us!

Host Your Own Game

Get in touch if you’d like to host your own game. We’re working on making the game freely accessible to more than just us, and if you’re interested it will likely motivate us to work on that aspect of the technology.

Feedback

Have you tried to make your own real-time location-based game? If so, how did it go? What did you struggle with? What did you learn? I’d love to hear your thoughts. We have a great respect for game makers, as what looks like something very simple is often very difficult and invisible under the surface.

Cheers, and thanks for reading! You can follow @geoloqi on Twitter, or contact us at @playmapattack or http://mapattack.org if you’d like to schedule a game!

Posted

Mon Sep 12 2011, 8:20pm

By caseorganic

Categories

Events

Tagged

Overview of this Sunday’s MapAttack Game in Ladd’s Addition!


Last Sunday we invited 12 people participate in a game of MapAttack. We hosted the gamemap in the curiously-shaped SE Portland neighborhood called Ladd’s Addition. Created in 1891, it is one of Portland’s oldest planned residential districts. The neighborhood is known for its diagonal street pattern, which made it the perfect place to set up a test game.

What is MapAttack?

MapAttack is a game of real-time strategy built for real life. Virtual geofences are scattered onto the map and players must physically go to where they are on the map in order to capture them. The winner is the team that captures the most points. We built the game on the Geoloqi platform.

MapAttack Mid-Game

MapAttack - In-game iPhone ViewLate game MapAttack Mobile View

The idea behind MapAttack! is to be able to play in real life and to feel like a kid again. Suddenly everyday life becomes brighter and more intense, and you don’t care that you’ve just run 5 blocks because there’s a point up ahead that you have to catch before the guy on the other team does!

The twelve players got a custom build of the MapAttack! game on their phones, were automatically assigned to red and blue teams and huddled together to plan their strategy for picking up the dots.

The blue team started out with DH and AH in the lead running at full speed town the diagonals of Ladd’s Addition. As the other players joined in, everyone could see each other running in real-time on the map on the maps on their phones. The game became a sort of Marauder’s map where you could plot your next attack based on who was heading towards each point.

After about 20 minutes, the players on the map began to slow down, and we joined up with each other to walk back to the starting point. Some of the players were still running at full speed trying to get the rest of the points. Some were tired and met up to watch the game in progress on their phones. Aaron Parecki, the game moderator, sent some messages to us throughout the game egging us on. “Is the Blue team going to let the Red team capture those points near Lincoln Street?” read one of the push notifications. Almost immediately, we saw members of the Blue team rush over to try to capture those points.

MapAttack! for Android

Gameplay and Strategy

Each player had a different plan of action for capturing the points on the gameboard. Some ran at top speed, trying to get to the highest value points on the board. Others strategically chose routes with the highest point values and gathered points that way.

MapAttack End Game!

In the end, we were all exhausted. Most of us hadn’t run that fast since we were kids. Many of the players had never played a real-life mobile game before, and MapAttack is the first of its kind.

MapAttack Players on Sunday!

The twelve people that played the game had a great and exhausting time. We ate a bunch of fresh fruit and relaxed afterwards. It was a great game for a hot summer day.

Geoloqi Technology

We built MapAttack on the Geoloqi platform in order to test the platform’s real-time location and our new ability to rapidly detect which phones were in small, accurate geofences. This was the first test of the game in a real-time server environment. That meant that everything on the phones and on the web moved as if they were moving in real life. The new code actually allowed the phones to update their location in real-time to the map with a minimal drain on battery. This was the first time we put it all together for a seamless player experience.

Bring MapAttack to your city, school or company!

Want to bring a game to your school or company? Contact us at mapattack at geoloqi dot com and we’ll be glad to help you out! You can also follow @playmapattack on Twitter for the latest games and news! We’ll be bringing it to more campuses and cities starting in Sweden this week! You can also visit MapAttack on the web at http://mapattack.org/.

Posted

Wed Aug 31 2011, 2:14pm

By caseorganic

Categories

News

Tagged

Norway’s Hyper Interaktiv Uses Geoloqi for iPhone to Track Balloon Flight 17 km in the Air!

Hyper Interaktiv Team Preparing Balloon Launch

When we heard from Hyper Interaktiv’s Atle Mo (@atlemo) that he had tracked a balloon with Geoloqi and wanted to export the data to Google Earth, Geoloqi co-founder Aaron Parecki whipped a quick KML export feature for the team.

The team was able to track the Balloon’s flight from the ground on the Geoloqi website and were able to use the trail to find the after it came back down to Earth. They also generated a bunch of images of the balloon’s flight using the Geoloqi data.

The Hyper Interactive team launched a high-altitude balloon on August 25th from Oslo, Norway at the Hyper.no office. The balloon was launched in celebration of Hyper’s 10th anniversary. The balloon went up to 17 kilometers in the air before exploding and then floating down to Earth to land in a tree.

Tracking the Balloon with Geoloqi

Balloon's Flight Path as Recorded by Geoloqi

The team used an iPhone 4 with Geoloqi to track the flight and a Hero GoPro HD camera to videotape the flight.

The highest altitude reached was 17,97 km and the travel distance was around 120 km. The team used the Geoloqi website to track the balloon once it touched down!

Google Earth View

Balloon's Flight Path in Google Earth
Atle Mo used Geoloqi’s KML export to view the flight data in Google Earth.

Video of the Flight:

Their video shows the full flight of the balloon. You can see it rise up to 17 km before slowly falling and landing in a tree.

Norwegian publication Dagbladet.no also covered the story if you’d like to learn more about the flight and the team! Also check out Hyper Interaktiv!

Posted

Mon Jul 18 2011, 3:15pm

By caseorganic

Categories

API
News

Geoloqi Developer Site is Live!

We just released a developer site for the Geoloqi API, allowing you to create powerful location-based applications on the Geoloqi Platform. The platform is free for development, and you pay for only the API calls that are used in production. If you’d like to use Geoloqi for larger purposes, feel free to contact us.

Geoloqi Developer Site

Why use the Geoloqi platform? It’s ideal for development teams and entrepreneurs who want to build real-time location sharing or geofencing features into new or existing applications. You can can use the Geoloqi platform to monitor user locations and send messages based on activity, build location-aware applications that work on top of popular APIs such as Foursquare, Twitter and Facebook, and send messages to users when they are near a location at a certain time of day, or are travelling at a certain speed.

The platform includes a Geofencing API, location tracking API and a location-based messaging system. Full documentation and an API console are available on the developer site at https://developers.geoloqi.com/

About Geoloqi

Geoloqi is a private, real-time mobile and web platform for securely sharing location data, with features such as alerts based on proximity, and sharing real-time GPS maps with friends. The platform enables users to share real-time location information, allowing them to communicate where they have been, where they are, and where they will be. The Geoloqi platform makes it easy for companies to build powerful location-based applications. Geoloqi closed $350,000 in seed investment to build a platform and applications for location-aware applications this July.

Posted

Mon May 16 2011, 10:10am

By caseorganic

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News

Tagged

Geoloqi-powered flashmob game takes grand prize at Amped Hackathon in Seattle!

This weekend a Geoloqi-powered flashmob game won the Amped Hack Day competition in Seattle, Washington. The competition was put on as an appendix to Seattle’s WebDirections conference.


WeFigured is a RealTime geo location based team game with a twist on Social Rewards. Sponsors create patterns with spots that need to be filled. Once users fill the spots, they get rewarded!

Why Should you go figure?

Players

  • Make visiting places fun.
  • Discover new venues, bars, restaurants, museums and more.
  • Get Rewarded to go out.
  • Have a cause ? Create a custom pattern and get people to fill the spots

Sponsors

  • Get discovered
  • Promote your venue and event
  • Join the revolution – help people express themselves as patterns on the map
  • Offer exclusive deals

Each team member won a Bluetooth headset and a Motorola smartphone (useful for development). The entire app was built in a few hours, and the presentation included a live demo of the end of the game.

The app was built by Aaron Parecki, Gaurav Maken, Alex Kamotsky and Kirill Zubovsky. Zubovsky has a longer post on the hackathon experience here.