This consistency model was initially designed for replicated
data management in ad hoc gaming in order to minimize bandwidth usage without sacrificing playability. Intuitively, it captures the notion that although players require, wish, and take advantage of information regarding the whole of the game world (as opposed to a restricted view to rooms, arenas, etc. of limited size employed in many
multiplayer video games), they need to know information with greater freshness, frequency, and accuracy as other game entities are located closer and closer to the player's position. It prescribes a multidimensional divergence bounding scheme, based on a
vector field that employs consistency vectors k=(θ,σ,ν), standing for maximum allowed
time - or replica staleness,
sequence - or missing updates, and
value - or user-defined measured replica divergence, applied to all space coordinates in game scenario or world. The consistency vector-fields emanate from field-generators designated as pivots (for example, players) and
field intensity attenuates as distance grows from these pivots in concentric or square-like regions. This consistency model unifies locality-awareness techniques employed in message routing and consistency enforcement for multiplayer games, with divergence bounding techniques traditionally employed in replicated database and web scenarios. == Notes ==