Enhancement of Collaborative Interest Management Mechanism for P2P Networked Virtual Environment (original) (raw)
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A distributed interest management scheme for massively multi-user virtual environments
2008 IEEE Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems, 2008
applications must face the challenge of dealing with update message exchange among a large set of nodes distributed over the Internet. Therefore design of scalable network protocols is a major concern in such large scale distributed architectures. Several approaches have been proposed to aid update exchange in MMVEs. Message localization has always been a key point in the design of such distributed network protocols. Area of Interest Management (AoIM) mainly deals with the issues related to the update message localization with respect to the user's interest. As the number of users in the virtual environment increases, update message localization becomes more important in order to prevent transmission of a huge bulk of unnecessary update messages to uninterested users. Therefore, scalable and efficient area of interest management is a challenge in MMVE design. This paper introduces a new zone selection and distributed regional message filtering architecture for MMVE applications. We propose Delaunay tetrahedrization of the virtual environment as a good way of virtual world partitioning due to several promising features. Moreover we propose a partitioning scheme with respect to barriers in order to reach a better performance through the filtering of a group of update messages that need not be propagated over the barriers. We will also introduce a distributed interest management design based on the previous partitioning technique. Our proposed distributed message dissemination approach is capable of providing the interested users with variable updates rate according to their required Level of Detail.
Toward Community-Driven Interest Management for Distributed Virtual Environment
Lecture Notes in Computer Science, 2014
A fundamental requirement for the discovery and the retrieval of the entities of a distributed virtual environment is the definition of a scalable Interest Management (IM) support. This paper presents a distributed protocol for IM that integrates two different gossip protocols. The first one based on a discrete tessellation of the Area of Interest of a peer in order to maximise its coverage by the peer neighbours. The second is based on a distributed algorithm enabling the peers to self-organise themselves in communities. The paper presents a set of experimental results showing the effectiveness of the proposed approach.
An Adaptive Interest Management Scheme for Distributed Virtual Environments
Workshop on Principles of Advanced and Distributed Simulation (PADS'05), 2005
Traditionally Interest Management (IM) in distributed environments has been performed through a 'top-down' expression of interest patterns in the model. For many models the interest patterns are complicated or highly dynamic and are not suitable for expression in this way. Top-down expression also forces the model to contain data about the network communication which should strictly be encapsulated by the infrastructure. We propose a system, based on a Distributed Shared Variable abstraction, capable of automatically deriving interest expressions at the infrastructure level in a 'bottom-up' manner. We demonstrate through a simulated testbed that for certain access patterns this dramatically improves the precision of the IM system without sacrificing transparency from a modeller perspective.
Peer-to-peer networked field-type virtual environment by using AtoZ
Cyberworlds, 2004 …, 2004
This paper aims to study how to gain the consistency of the state in a DVE (Distributed Virtual Environment) with lag, under the condition of peer-to-peer architecture. That is, we study how to reduce in real-time the difference of the DVE state between peers caused by transmission lag or update interval, and how to control the shared object in the online field game. Specifically, the priority field called Allocated Topographical Zone (AtoZ) and Mutual Prediction Protocol is used in peer-to-peer DVE. Moreover considering the critical case (the inconsistent phenomena) caused by the network latency between peers, stricter ownership determination algorithm called the dead zone is introduced. Using these three protocols in combination, a robust and effective scheme is realized. As an example of the application using the protocols, a real-time networked air-hockey is implemented for evaluation of the influence on interactivity and consistency.
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
2008
In this paper, we present a dynamic area of interest management for Massively Multiplayer Online Games (MMOG). Instead of mapping the virtual space to the area of interest (AOI), we scheme AOIs to the virtual space. This zoneless MMOG is the consequence of dynamic AOIs that redeems the necessity of inter-AOI communication. In addition, the AOI maintenance cost is reduced significantly by assigning the maintenance responsibility to a subset of players for each AOI.
Simulation of Area of Interest Management for Massively Multiplayer Online Games Using OPNET
2016 9th International Conference on Developments in eSystems Engineering (DeSE), 2016
In recent years, there has been an important growth of online gaming. Today's Massively Multiplayer Online Games (MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. The increase in the number of players in MMOGs has led to some issues with the demand of server which generates a significant increase in costs for the game industry and impacts to the quality of service offered to players. With the number of players gradually increasing, servers still need to work efficiently under heavy load and, new researches are required to improve the established MMOG system architectures. In dealing with a considerable scale of massively multiplayer online games, several client-server and peer-to-peer solutions have been proposed. Although they have improved the scalability of MMOGs in different degrees, they faced new serious challenges in interest management. In this paper, we propose a novel static area of interest management in order to reduce the delay and traffic of Hybrid P2P MMOGs. We propose to use OPNET Modeler 18.0, and in particular the custom application to simulate the new architecture, which required the implementation of new nodes models and behaviors in the simulator to emulate correctly the new architecture. The scenarios include both client-server and hybrid P2P system to evaluate the communication of games with (125, 500, and 1000) peers. The simulation results show that area of interest management for MMOGs based on the hybrid P2P architectures have low delay and traffic received compared with MMOGs based on client-server system.
Providing Full Awareness to Distributed Virtual Environments Based on Peer-to-Peer Architectures
Lecture Notes in Computer Science, 2006
In recent years, large scale distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Since architectures based on networked servers seems to be not scalable enough to support massively multiplayer applications, peer-to-peer (P2P) architectures have been proposed as an efficient and truly scalable solution for this kind of systems. However, the main challenge of P2P architectures consists of providing each avatar with updated information about which other avatars are its neighbors. We have denoted this problem as the awareness problem. Although some proposals have been made, none of them provide total awareness to avatars under any situation. This paper presents a new awareness method based on unicast communication that is capable of providing awareness to 100% of avatars, regardless of both their location and their movement pattern in the virtual world. Therefore, it allows large scale DVEs based on P2P architectures to properly scale with the number of users while fully providing awareness to all of them.
Interest Management for Collaborative Environments Through Dividing Their Shared State
Cooperative Design, Visualization, and Engineering, 2004
Not all participants in a collaborative virtual environment (CVE) need to be informed of every other participant's activities. The technique used for filtering irrelevant messages is known as interest management, which has to minimize network traffic and to reduce the burden of clients. However, considering the CVE shared state maintenance, interest management is nothing else than a disruption of the
SCORE: A Scalable Communication Protocol for Large-Scale Virtual Environments
IEEE/ACM Transactions on Networking, 2004
This paper describes and analyzes SCORE, a scalable multicast-based communication protocol for large-scale virtual environments (LSVE) on the Internet. Today, many of these applications have to handle an increasing number of participants and deal with the difficult problem of scalability. We propose an approach at the transport layer, using multiple multicast groups and multiple agents. This approach involves the dynamic partitioning of the virtual environment into spatial areas and the association of these areas with multicast groups. It uses a method based on the theory of planar point processes to determine an appropriate cell size, so that the incoming traffic at the receiver side remains with a given probability below a sufficiently low threshold. We evaluate the performance of our scheme and show that it allows to significantly improve the participants' satisfaction while adding very low overhead.
nSense: Decentralized interest management in higher dimensions through mutual notification
2014 13th Annual Workshop on Network and Systems Support for Games, 2014
Interest management is a key component of decentralized multiplayer gaming overlays. Current approaches are limited to two, sometimes three spatial dimensions. Considering games that use game features like portals and unit-type visibility, this limitation either forces the game designer to omit such features or it causes increased latency and bandwidth for the player. In this work we present and evaluate nSense, a decentralized interest management scheme that can be used for an arbitrary number of dimensions. It uses mutual notification so it only needs to connect to players with close proximity. Therefore it is highly scalable and suitable for massive multiplayer online games.