688 research outputs found

    Applicability of group communication for increased scalability in MMOGs

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    Massive multiplayer online games (MMOGs) are today the driving factor for the development of distributed interactive applications, and they are increasing in size and complex-ity. Even a small MMOG supports thousands of players, the biggest support hundreds of thousands of concurrent players. Since they are typically built as strict client-server systems, they suffer from the inherent scalability problem of the architecture. Computing power and bandwidth limita-tions close to the server limit the possible number of players. Also, the latency of communication between players through the server will be higher than using direct communication. In the paper, we address these issues and investigate im-provement options. A typical MMOG consists of a virtual world with a con-cept of time and space that is similar to the real world. In it, players are represented by avatars. Only subsets of these avatars interact with each other at any given time. This allows us to divide them into groups, and communication among group members becomes a multi-party communica-tion problem. Thus, to reduce resource consumption, we compare the performance of several algorithms for group communication with the current central server approach. We use overlay multicast as the means of providing group communication, and research algorithms for creating short-est path trees, spanning trees, delay-bounded spanning trees and, more specific, applying Steiner tree heuristics. Our experimental results indicate that different approaches are useful to reduce resource consumption while achieving a good perceived quality under varying conditions, such as frequent changes in group membership and the demand for low latency. 1

    Design of Overlay Networks for Internet Multicast - Doctoral Dissertation, August 2002

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    Multicast is an efficient transmission scheme for supporting group communication in networks. Contrasted with unicast, where multiple point-to-point connections must be used to support communications among a group of users, multicast is more efficient because each data packet is replicated in the network – at the branching points leading to distinguished destinations, thus reducing the transmission load on the data sources and traffic load on the network links. To implement multicast, networks need to incorporate new routing and forwarding mechanisms in addition to the existing are not adequately supported in the current networks. The IP multicast are not adequately supported in the current networks. The IP multicast solution has serious scaling and deployment limitations, and cannot be easily extended to provide more enhanced data services. Furthermore, and perhaps most importantly, IP multicast has ignored the economic nature of the problem, lacking incentives for service providers to deploy the service in wide area networks. Overlay multicast holds promise for the realization of large scale Internet multicast services. An overlay network is a virtual topology constructed on top of the Internet infrastructure. The concept of overlay networks enables multicast to be deployed as a service network rather than a network primitive mechanism, allowing deployment over heterogeneous networks without the need of universal network support. This dissertation addresses the network design aspects of overlay networks to provide scalable multicast services in the Internet. The resources and the network cost in the context of overlay networks are different from that in conventional networks, presenting new challenges and new problems to solve. Our design goal are the maximization of network utility and improved service quality. As the overall network design problem is extremely complex, we divide the problem into three components: the efficient management of session traffic (multicast routing), the provisioning of overlay network resources (bandwidth dimensioning) and overlay topology optimization (service placement). The combined solution provides a comprehensive procedure for planning and managing an overlay multicast network. We also consider a complementary form of overlay multicast called application-level multicast (ALMI). ALMI allows end systems to directly create an overlay multicast session among themselves. This gives applications the flexibility to communicate without relying on service provides. The tradeoff is that users do not have direct control on the topology and data paths taken by the session flows and will typically get lower quality of service due to the best effort nature of the Internet environment. ALMI is therefore suitable for sessions of small size or sessions where all members are well connected to the network. Furthermore, the ALMI framework allows us to experiment with application specific components such as data reliability, in order to identify a useful set of communication semantic for enhanced data services

    Enabling Large-Scale Peer-to-Peer Stored Video Streaming Service with QoS Support

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    This research aims to enable a large-scale, high-volume, peer-to-peer, stored-video streaming service over the Internet, such as on-line DVD rentals. P2P allows a group of dynamically organized users to cooperatively support content discovery and distribution services without needing to employ a central server. P2P has the potential to overcome the scalability issue associated with client-server based video distribution networks; however, it brings a new set of challenges. This research addresses the following five technical challenges associated with the distribution of streaming video over the P2P network: 1) allow users with limited transmit bandwidth capacity to become contributing sources, 2) support the advertisement and discovery of time-changing and time-bounded video frame availability, 3) Minimize the impact of distribution source losses during video playback, 4) incorporate user mobility information in the selection of distribution sources, and 5) design a streaming network architecture that enables above functionalities.To meet the above requirements, we propose a video distribution network model based on a hybrid architecture between client-server and P2P. In this model, a video is divided into a sequence of small segments and each user executes a scheduling algorithm to determine the order, the timing, and the rate of segment retrievals from other users. The model also employs an advertisement and discovery scheme which incorporates parameters of the scheduling algorithm to allow users to share their life-time of video segment availability information in one advertisement and one query. An accompanying QoS scheme allows reduction in the number of video playback interruptions while one or more distribution sources depart from the service prematurely.The simulation study shows that the proposed model and associated schemes greatly alleviate the bandwidth requirement of the video distribution server, especially when the number of participating users grows large. As much as 90% of load reduction was observed in some experiments when compared to a traditional client-server based video distribution service. A significant reduction is also observed in the number of video presentation interruptions when the proposed QoS scheme is incorporated in the distribution process while certain percentages of distribution sources depart from the service unexpectedly

    Multipoint connection management in ATM networks

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    Improving Multicast Communications Over Wireless Mesh Networks

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    In wireless mesh networks (WMNs) the traditional approach to shortest path tree based multicasting is to cater for the needs of the poorest performingnode i.e. the maximum permitted multicast line rate is limited to the lowest line rate used by the individual Child nodes on a branch. In general, this meansfixing the line rate to its minimum value and fixing the transmit power to its maximum permitted value. This simplistic approach of applying a single multicast rate for all nodes in the multicast group results in a sub-optimal trade-off between the mean network throughput and coverage area that does not allow for high bandwidth multimedia applications to be supported. By relaxing this constraint and allowing multiple line rates to be used, the mean network throughput can be improved. This thesis presents two methods that aim to increase the mean network throughput through the use of multiple line rates by the forwarding nodes. This is achieved by identifying the Child nodes responsible for reducing the multicast group rate. The first method identifies specific locations for the placement of relay nodes which allows for higher multicast branch line rates to be used. The second method uses a power control algorithm to tune the transmit power to allow for higher multicast branch line rates. The use of power control also helps to reduce the interference caused to neighbouring nodes.Through extensive computer simulation it can be shown that these two methods can lead to a four-fold gain in the mean network throughput undertypical WMN operating conditions compared with the single line rate case

    DIVE on the internet

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    This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements. CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques. CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data

    Discreet - Pub/Sub for Edge Systems

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    The number of devices connected to the Internet has been growing exponentially over the last few years. Today, the amount of information available to users has reached a point that makes it impossible to consume it all, showing that we need better ways to filter what kind of information is sent our way. At the same time, while users are online and access all this information, their actions are also being collected, scrutinized and commercialized with little regard for privacy. This thesis addresses those issues in the context of a decentralized Publish/Subscribe solution for edge systems. Working at the edge of the Internet aims to prevent centralized control from a single entity and lessen the chance of abuse. Our goal was to devise a solution that achieves efficient message delivery, with good load-balancing properties, without revealing its participants subscription interests to preserve user privacy. Our solution uses cryptography and probabilistic data sets as a way to obfuscate event topics and user subscriptions. We modeled a cooperative solution, where publisher and subscriber nodes work in concert to route events among themselves, by leveraging a onehop structured overlay. By using an experimental evaluation, we attest the scalability and general performance of the proposed algorithms, including latency, false negative and false positive rates, and other useful metrics.O número de aparelhos ligados a Internet têm vindo a crescer exponencialmente ao longo dos últimos anos. Hoje em dia, a quantidade de informação que os utilizadores têm disponível, chegou a um ponto que torna impossível o seu total consumo. Isto leva a que seja necessário encontrarmos melhores formas de filtrar a informação que recebemos. Ao mesmo tempo, as ações do utilizadores estão a ser recolhidas, examinadas e comercializadas, sem qualquer respeito pela privacidade. Esta tese trata destes assuntos no contexto de um sistema Publish/Subscribe descentralizado, para sistemas na periferia. O objectivo de operar na preferia da Internet está em prevenir o controlo centralizado por uma única entidade e diminuir a oportunidade para abusos. O nosso objectivo foi conceber uma solução que realiza entrega de mensagens eficientemente, com boas propriedades na distribuição de carga e sem revelar on interesses dos participantes, de forma a preservar a sua privacidade. A nossa solução usa criptografia e estruturas de dados probabilísticas, como uma forma de ofuscar os tópicos dos eventos e as subscrições dos utilizadores. Modelamos o sistema com o objectivo de ser uma solução cooperativa, onde ambos os tipos de nós Editores e Assinantes trabalham em concertadamente para encaminhar eventos entre eles, ao fazerem uso de uma estrutura de rede sobreposta com um salto. Fazendo uma avaliação experimental testámos a escalabilidade e o desempenho geral dos algoritmos propostos, incluindo a latência, falsos negativos, falsos positivos e outras métricas úteis

    Constructing efficient self-organising application layer multicast overlays

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    EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Constructing efficient self-organising application layer multicast overlays

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    This thesis investigates efficient techniques to build both low cost (i.e. low resource usage) and low delay ALM trees. We focus on self-organising distributed proposals that use limited information about the underlying physical network, limited coordination between the members, and construct overlays with bounded branching degree subject to the bandwidth constraint of each individual member
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