Abstract-This paper presents a P 2P support for Massively Multiplayer On line Games. The P 2P overlay is defined by considering a Voronoi diagram where the sites correspond to the peers and a link connects Voronoi neigbours. An AOI-cast mechanism is defined to notify events generated by a peer to peers located in its Area of Interest. A routing algorithm exploiting the properties of the Voronoi graph has been defined as well. AOIcast has been evaluated through a set of simulations developed by Peersim.
This thesis investigates the combination of Peer-to-Peer (P2P) and Cloud Computing to support Massively Multiplayer Online Games (MMOGs). MMOGs are large-scale distributed applications where a large number of users concurrently share a real-time virtual environment. Commercial MMOG infrastructures are sized to support peak loads, incurring in high economical cost. Cloud Computing represents an attractive solution, as it lifts MMOG operators from the burden of buying and maintaining hardware, while offering the illusion of infinite machines. However, it requires balancing the tradeoff between resource provisioning and operational costs. P2Pbased solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. They require additional mechanisms to suit the requirements of a MMOG, such as backup solutions to cope with peer unreliability and heterogeneity. We propose mechanisms that integrate P2P and Cloud Computing combining their advantages. Our techniques allow operators to select the ideal tradeoff between performance and economical costs. Using realistic workloads, we show that hybrid infrastructures can reduce the economical effort of the operator, while offering a level of service comparable with centralized architectures.xvi
SummaryThis paper presents a novel Area Of Interest (AOI)‐cast algorithm for distributed virtual environments targeted to Delaunay‐based P2P overlays. The algorithm exploits the mathematical properties of Delaunay triangulations to build a spanning tree supporting the notification of the events generated by a peer to the other ones located in its AOI. The spanning tree is computed by the reversing compass routing, a routing algorithm proposed for geometric networks. Our approach presents a set of novel features. First, it requires only the knowledge of the peer's neighbors, so that the amount of traffic load on the P2P overlay is minimized. Second, we prove that, for circular shaped AOI, the algorithm builds a spanning tree covering all and only the peers of the AOI. Finally, our approach takes into account the possible inconsistencies among the local views of the peers, because the network latency, by introducing a tolerance threshold in the reverse compass routing. We present a set of simulations considering both synthetic data and real data traces taken from a real multiplayer game, which show the effectiveness of our proposal. Copyright © 2012 John Wiley & Sons, Ltd.
Abstract-This paper presents a support for the development of Distributed Virtual Environments (DVEs) on P2P architectures. A hierarchical overlay is defined by pairing each peer with a weight which is proportional to its networking bandwidth. Peers characterized by higher weights are assigned a greater workload, in terms of connections with other peers and of number of passive objects they manage, and can act as superpeers that offer a set of services to peers characterized by lower bandwidth. Additively Weighted Voronoi (AWV) Diagrams are exploited to define a partition of the DVE that assigns to each peer a region whose size is dependent on the peer's weight. Superpeers are modeled by sites of the tessellation that have absorbed at least the Voronoi region of another site. A set of experimental results shows that this approach can be a load balancing mechanism for peer-to-peer networks, that does not impair usual properties of Voronoi-based peer-to-peer networks.
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