15 research outputs found

    A spatial publish subscribe overlay for massively multiuser virtual environments

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    Proceedings of the International Conference on Electronics and Information Engineering, 2010, v. 2, p. 314-318Peer-to-peer (P2P) architectures have become popular for designing scalable virtual environments (VEs) in recent years. However, one question that remains is whether a single overlay can be flexible enough to support different types of VEs. We present S-VON, a P2P overlay that attempts this goal by providing spatial publish / subscribe (SPS) services. Besides flexibility, S-VON also aims to be practical and efficient by utilizing super-peers and considering the physical topology (i.e., network distance) to reduce latencies. Our simulations show that super-peers provide a unique design space where both bandwidth usage and latencies can be effectively reduced, such that even a crowded Second Life region can be hosted with residential ADSL. © 2010 IEEE.published_or_final_versio

    Content-Addressable Network for Distributed Simulations

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    The development of distributed systems, parallel computation technology, and Peer-to-Peer systems facilitates the realization of a distributed interactive world model. Thereby, we can implement a worldwide distributed simulation and virtual community, e.g., city traffic simulation and Massively Multiuser Virtual Environments (MMVE). In this thesis, we present Content-Addressable Network for Simulations (CANS), which is based on CAN. Thus, it incorporates all the advantages of CAN, such as self-organization, scalability, and fault-tolerance. The peers in CANS carry out the simulation for the zone assigned to them, and the zones are allocated in such a way that there is as little communication between the peers as possible. We propose two approaches for reorganizing zone-assignments after peers churn. These approaches are based on the distributed tree structure and prefix code. In comparison to existing approaches, our proposed approaches are more efficient and reliable. Since CANS is used to simulate “city traffic” and MMVE, it requires a low-dimensional key space, i.e., a two-dimensional or three-dimensional key space. Thus, we propose CAN tree routing and zone code routing, both of which adopt long links. CAN tree routing has a hierarchical design that is based on the CAN tree. Each peer equips two long links on average. Zone code routing is based on B*-tree. Each peer equips long links and shares the load evenly. Both of these routing solutions achieve routing hops on average. Consequently, the existing CAN can be optimized to perform simulations efficiently and reliably

    Update propagation for peer-to-peer-based massively multi-user virtual environments

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    Over the last decade Massively Multi-user Virtual Environments (MMVEs) have become an integral part of modern culture and business. Applications for these large-scale virtual environments range from gaming to business and scientific research. Some MMVEs reach a user base in the tens of millions and the total number of users is estimated in the billions. Despite this success, launching an MMVEs is still a risky proposition. This is in large part due to the high cost associated with setting up and maintaining the necessary server infrastructure. One way of reducing the costs of operating MMVEs is to switch their system architecture from the current client/server-based model to one based on peer-to-peer (P2P) technologies. This has the potential to significantly reduce the infrastructure costs of MMVEs, as users bring their own resources into the P2P system and servers are no longer required, thus decreasing expenses and market entry barriers. This thesis describes a scalable and low-latency update propagation system for P2P-based MMVEs. Update propagation refers to the exchange of information about changes in the virtual environment between users and is one of the key components of MMVEs. Thus, the described system represents a key step towards operating MMVEs as fully distributed peer-to-peer systems

    Cheating Prevention in Peer-to-Peer-based Massively Multiuser Virtual Environments

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    Massively multiuser virtual environments (MMVEs) have become an increasingly popular Internet application in recent years. Until now, they are all based on client/server technology. Due to its inherent lack of scalability, realizing MMVEs based on peer-to-peer technology has received a lot of interest. From the perspective of the operator, using peer-to-peer technology raises additional challenges: the lack of trust in peers and their unreliability. The simulation of the virtual environment is governed by certain rules specified by the operator. These rules state what actions can be taken by users in the virtual environment and how the state of the environment changes based on these actions. Since MMVEs are very often competitive environments, some people will cheat and try to break the rules to get an unfair advantage over others. Using a central server performing the simulation of the virtual environment, the operator can ensure only allowed actions can be performed and the state of the environment evolves according to the rules. In a peer-to-peer setting, the operator has no control over the peers so they might not behave as implemented by the operator. Furthermore, a central server is inherently more reliable than a peer which could fail at any time so data might be lost. This thesis presents the design of a storage performing a distributed simulation of a virtual environment. It uses a deterministic event-based simulation to calculate the state of the virtual environment only based on the actions of its users. There are multiple replicated simulations using a voting mechanism to overcome the influence of malicious peers trying to tamper with the state of the environment as long as the number of malicious peers does not reach a critical threshold. Replication of data also ensures data is not lost when peers fail. The storage is based on a peer-to-peer overlay allowing peers to exchange messages to store and retrieve data. It creates a Delaunay graph structure matching the way the data in the virtual environment is distributed among the peers. A self-stabilizing algorithm keeps the structure intact as peers join and leave the network. Additional routing tables allow peers to retrieve stored replicas independently on short, disjoint paths reducing the influence of malicious peers on the retrieval of data. A redundant filling algorithm prevents malicious peers from tampering with these routing tables to get more messages routed their way

    Bandwidth management and monitoring for IP network traffic : an investigation

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    Bandwidth management is a topic which is often discussed, but on which relatively little work has been done with regard to compiling a comprehensive set of techniques and methods for managing traffic on a network. What work has been done has concentrated on higher end networks, rather than the low bandwidth links which are commonly available in South Africa and other areas outside the United States. With more organisations increasingly making use of the Internet on a daily basis, the demand for bandwidth is outstripping the ability of providers to upgrade their infrastructure. This resource is therefore in need of management. In addition, for Internet access to become economically viable for widespread use by schools, NGOs and other academic institutions, the associated costs need to be controlled. Bandwidth management not only impacts on direct cost control, but encompasses the process of engineering a network and network resources in order to ensure the provision of as optimal a service as possible. Included in this is the provision of user education. Software has been developed for the implementation of traffic quotas, dynamic firewalling and visualisation. The research investigates various methods for monitoring and management of IP traffic with particular applicability to low bandwidth links. Several forms of visualisation for the analysis of historical and near-realtime traffic data are also discussed, including the use of three-dimensional landscapes. A number of bandwidth management practices are proposed, and the advantages of their combination, and complementary use are highlighted. By implementing these suggested policies, a holistic approach can be taken to the issue of bandwidth management on Internet links

    Solving key design issues for massively multiplayer online games on peer-to-peer architectures

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    Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale on the Internet and are predominantly implemented by Client/Server architectures. While such a classical approach to distributed system design offers many benefits, it suffers from significant technical and commercial drawbacks, primarily reliability and scalability costs. This realisation has sparked recent research interest in adapting MMOGs to Peer-to-Peer (P2P) architectures. This thesis identifies six key design issues to be addressed by P2P MMOGs, namely interest management, event dissemination, task sharing, state persistency, cheating mitigation, and incentive mechanisms. Design alternatives for each issue are systematically compared, and their interrelationships discussed. How well representative P2P MMOG architectures fulfil the design criteria is also evaluated. It is argued that although P2P MMOG architectures are developing rapidly, their support for task sharing and incentive mechanisms still need to be improved. The design of a novel framework for P2P MMOGs, Mediator, is presented. It employs a self-organising super-peer network over a P2P overlay infrastructure, and addresses the six design issues in an integrated system. The Mediator framework is extensible, as it supports flexible policy plug-ins and can accommodate the introduction of new superpeer roles. Key components of this framework have been implemented and evaluated with a simulated P2P MMOG. As the Mediator framework relies on super-peers for computational and administrative tasks, membership management is crucial, e.g. to allow the system to recover from super-peer failures. A new technology for this, namely Membership-Aware Multicast with Bushiness Optimisation (MAMBO), has been designed, implemented and evaluated. It reuses the communication structure of a tree-based application-level multicast to track group membership efficiently. Evaluation of a demonstration application shows i that MAMBO is able to quickly detect and handle peers joining and leaving. Compared to a conventional supervision architecture, MAMBO is more scalable, and yet incurs less communication overheads. Besides MMOGs, MAMBO is suitable for other P2P applications, such as collaborative computing and multimedia streaming. This thesis also presents the design, implementation and evaluation of a novel task mapping infrastructure for heterogeneous P2P environments, Deadline-Driven Auctions (DDA). DDA is primarily designed to support NPC host allocation in P2P MMOGs, and specifically in the Mediator framework. However, it can also support the sharing of computational and interactive tasks with various deadlines in general P2P applications. Experimental and analytical results demonstrate that DDA efficiently allocates computing resources for large numbers of real-time NPC tasks in a simulated P2P MMOG with approximately 1000 players. Furthermore, DDA supports gaming interactivity by keeping the communication latency among NPC hosts and ordinary players low. It also supports flexible matchmaking policies, and can motivate application participants to contribute resources to the system

    Structures and Algorithms for Peer-to-Peer Cooperation

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    Peer-to-peer overlay networks are distributed systems, without any hierarchical organization or centralized control. Peers form self-organizing overlay networks that are on top of the Internet. Both parts of this thesis deal with peer-to-peer overlay networks, the first part with unstructured ones used to build a large scale Networked Virtual Environment. The second part gives insights on how the users of a real life structured peer-to-peer network behave, and how well the proposed algorithms for publishing and retrieving data work. Moreover we analyze the security (holes) in such a system. Networked virtual environments (NVEs), also known as distributed virtual environments, are computer-generated, synthetic worlds that allow simultaneous interactions of multiple participants. Many efforts have been made to allow people to interact in realistic virtual environments, resulting in the recent boom of Massively Multiplayer Online Games. In the first part of the thesis, we present a complete study of an augmented Delaunay-based overlay for peer-to-peer shared virtual worlds. We design an overlay network matching the Delaunay triangulation of the participating peers in a generalized d-dimensional space. Especially, we describe the self-organizing algorithms for peer insertion and deletion. To reduce the delay penalty of overlay routing, we propose to augment each node of the Delaunay-based overlay with a limited number of carefully selected shortcut links creating a small-world. We show that a small number of shortcuts is sufficient to significantly decrease the delay of routing in the space. We present a distributed algorithm for the clustering of peers. The algorithm is dynamic in the sense that whenever a peer joins or leaves the NVE, the clustering will be adapted if necessary by either splitting a cluster or merging clusters. The main idea of the algorithm is to classify links between adjacent peers into short intracluster and long inter-cluster links. In a structured system, the neighbor relationship between peers and data locations is strictly defined. Searching in such systems is therefore determined by the particular network architecture. Among the strictly structured systems, some implement a distributed hash table (DHT) using different data structures. DHTs have been actively studied in the literature and many different proposals have been made on how to organize peers in a DHT. However, very few DHTs have been implemented in real systems and deployed on a large scale. One exception is KAD, a DHT based on Kademlia, which is part of eDonkey, a peer-to-peer file sharing system with several million simultaneous users. In the second part of this thesis we give a detailed background on KAD, the organization of the peers, the search and the publish operations, and we describe our measurement methodology. We have been crawling KAD continuously for more than a year. We obtained information about geographical distribution of peers, session times, peer availability, and peer lifetime. We found that session times are Weibull distributed and show how this information can be exploited to make the publishing mechanism much more efficient. As we have been studying KAD over the course of the last two years we have been both, fascinated and frightened by the possibilities KAD offers. We show that mounting a Sybil attack is very easy in KAD and allows to compromise the privacy of KAD users, to compromise the correct operation of the key lookup and to mount distributed denial-of-service attacks with very little resources

    Distributed game

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    Dissertação de mestrado em Engenharia InformáticaThe demand for online games has risen over the years, expanding multiplayer support for new and different game genres. Among them are Massively Multiplayer Online games, one of the most popular and successful game types in the industry. Nowadays, this industry is thriving, evolving alongside technological advancements and producing billions in revenue, making it an economic importance. However, as the complexity of these games grows, so do the challenges they face when constructing them. This dissertation aims to implement a distributed game, through a proof of concept or an existing game, using a distributed architecture to acquire knowledge in the construction of such complex systems and the effort involved in dealing with consistency, maintaining communication infrastructure, and managing data in a distributed way. It is also intended that this project implements multiple mechanisms capable of autonomously helping manage and maintain the correct state of the system. To evaluate the proposed solution, a detailed analysis is carried out with performance benchmark analysis, stress testing, followed by an examination of its security, scalability, and distribution’s resilience. Overall, the present research work allowed for a greater understanding of the technologies and approaches used in constructing a gaming system, establishing a new set of development opportunities to be further investi gated upon the constructed solution.A procura por jogos online aumentou ao longo dos anos, expandindo o suporte multiplayer para novos e diferentes géneros. Entre estes estão os jogos Massively Multiplayer Online, um dos tipos de jogos mais populares e bem-sucedidos na indústria. Atualmente, esta indústria está a prosperar, evoluindo com os avanços tecnológicos e gerando milhares de milhões em receita, tornando-se uma importância económica. Porém, à medida que a complexidade destes jogos aumenta, também aumenta os problemas encontrados durante a sua construção. Esta dissertação tem como objetivo implementar um jogo distribuído, através de uma prova de conceito ou um jogo existente, usando uma arquitetura distribuída a fim de adquirir conhecimento na construção destes sistemas complexos e o esforço envolvido em lidar com consistência, manter a infraestrutura de comunicação e gerir dados de maneira distribuída. Para isto, é pretendido que este projeto também implemente vários mecanismos capazes de, forma autônoma, ajudar a gerir e manter o correto estado do sistema. Para avaliar o solução proposta, uma análise detalhada é realizada sobre o desempenho, segurança, escalabilidade e resiliência da distribuição do sistema. De forma geral, o presente trabalho de pesquisa permitiu uma maior compreensão das tecnologias e abordagens utilizadas na construção de um sistema de jogos, estabelecendo um novo conjunto de oportunidades de desenvolvimento a serem investigadas sobre a solução construída

    Dynamic Shared State Maintenance In Distributed Virtual Environments

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    Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. In a distributed interactive VE the dynamic shared state represents the changing information that multiple machines must maintain about the shared virtual components. One of the challenges in such environments is maintaining a consistent view of the dynamic shared state in the presence of inevitable network latency and jitter. A consistent view of the shared scene will significantly increase the sense of presence among participants and facilitate their interactive collaboration. The purpose of this work is to address the problem of latency in distributed interactive VE and to develop a conceptual model for consistency maintenance in these environments based on the participant interaction model. A review of the literature illustrates that the techniques for consistency maintenance in distributed Virtual Reality (VR) environments can be roughly grouped into three categories: centralized information management, prediction through dead reckoning algorithms, and frequent state regeneration. Additional resource management methods can be applied across these techniques for shared state consistency improvement. Some of these techniques are related to the systems infrastructure, others are related to the human nature of the participants (e.g., human perceptual limitations, area of interest management, and visual and temporal perception). An area that needs to be explored is the relationship between the dynamic shared state and the interaction with the virtual entities present in the shared scene. Mixed Reality (MR) and VR environments must bring the human participant interaction into the loop through a wide range of electronic motion sensors, and haptic devices. Part of the work presented here defines a novel criterion for categorization of distributed interactive VE and introduces, as well as analyzes, an adaptive synchronization algorithm for consistency maintenance in such environments. As part of the work, a distributed interactive Augmented Reality (AR) testbed and the algorithm implementation details are presented. Currently the testbed is part of several research efforts at the Optical Diagnostics and Applications Laboratory including 3D visualization applications using custom built head-mounted displays (HMDs) with optical motion tracking and a medical training prototype for endotracheal intubation and medical prognostics. An objective method using quaternion calculus is applied for the algorithm assessment. In spite of significant network latency, results show that the dynamic shared state can be maintained consistent at multiple remotely located sites. In further consideration of the latency problems and in the light of the current trends in interactive distributed VE applications, we propose a hybrid distributed system architecture for sensor-based distributed VE that has the potential to improve the system real-time behavior and scalability

    Satellite Communications

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    This study is motivated by the need to give the reader a broad view of the developments, key concepts, and technologies related to information society evolution, with a focus on the wireless communications and geoinformation technologies and their role in the environment. Giving perspective, it aims at assisting people active in the industry, the public sector, and Earth science fields as well, by providing a base for their continued work and thinking
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