"Toward a PeertoPeer Shared Virtual Reality" J. KELLER,G. SIMON IRISA INRIARennes, France Telecom R - PowerPoint PPT Presentation

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"Toward a PeertoPeer Shared Virtual Reality" J. KELLER,G. SIMON IRISA INRIARennes, France Telecom R

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Title: "Toward a PeertoPeer Shared Virtual Reality" J. KELLER,G. SIMON IRISA INRIARennes, France Telecom R


1
"Toward a Peer-to-Peer Shared Virtual Reality"
J. KELLER,G. SIMON IRISA / INRIA-Rennes, France
Telecom RD, IEEE Workshop on Resource Sharing in
Massively Distributed Systems (RESH02), 2002
  • Louis Launoy
  • January 29, 2007

2
The SOLIPSIS project
  • Unlimited number of users
  • Real time interaction and co presence
  • Different end devices and connections
  • P2P collaborative design

Why P2P ?
  • Besides omniscient game, locality only matters
  • Scalability VS multicast
  • Scalability VS client server design
  • Heterogeneous devices VS multicast

3
SOLIPSIS dynamic peer network
  • Each node (also called entity) user or object
  • Each entity e can communicate
  • Coordinate (xe ye)
  • Awareness radius r

Consistency as long as that awareness principle
is true everywhere
4
Maintaining the topology
  • Geometrical approach of Global Connectivity
  • Have neighbors in every 180 sector
  • If not, recursively ask neighbors for some
  • world without any hedge (Taurus, sphere)
  • Dynamic neighbors
  • Rule for all e1 in k(e),
  • if e0 enters k(e1)
  • send e0s data to e1

5
Dynamic resources
  • Connection drop if no neighbor found, increase a
    resource radius to maintain awareness principle.
  • Connection recovery Tele transportation
  • Find the nearest node Nj to destination.
  • From Nj get the other neighbors of the node.
  • Then the node awareness is achieved.

6
Entities Interactions and Resource Sharing
  • They quote
  • Coarse-grain partition VS Perception-based
    approach.
  • They distinguish between
  • User related flows (media used between entities)
  • System flows (heartbeat rate, movement
    notification threshold, awareness radius)

7
Field computation dynamiques
  • Expected features
  • Negotiation in one round.
  • Restriction by media.
  • Discontinuous fields.
  • Each optimize its resources.
  • But some less accurate than others

8
Conclusion and future works
  • P2P networks - unlimited number of users.
  • Consistency ? awareness principle.
  • Design the application and a simulator.
  • Problem
  • Users shifts delay before awareness
  • Different accuracy depending on machines
  • SOLIPSIS intends to be a place to meet and
    communicate, we expect users to stay steadily
    chatting together and not to move all around all
    the time.

9
"Peer-to-Peer Support for Massively Multiplayer
Games" B Knutsson, H Lu, W Xu, B Hopkins, IEEE
Infocom, Dec 2003
10
Objectives
  • P2P for MMG (ex Everquest Ultima Online)
  • Performance
  • Availability
  • Security

11
Why P2P
  • Centralized server clusters VS scalability.
  • Locality of interests.
  • Players CPU and memory contribution.
  • Resources naturally scale with players.

12
Categorization of Shared States
  • Player profile and game invariants
  • Transactional consistency.
  • Centralized on 1 node (server).
  • Common shared objects (food)
  • Managed by peer-servers.
  • Interest management (chest).
  • But game dependant
  • Single point updates (position)
  • Dissemination only.

13
Mapping Games States on to peers
  • Region and player randomly get unique ID
  • (Distributed Hash Table)
  • Region n managed by player m / Min( Id-n )
  • No semantic closeness
  • BUT - reduces cheating opportunities
  • - improve robustness

14
Game stated distribution
A
B
C
9
3
14
  • Locate peer server with DHT routing.
  • Regions Player Machines mapped to key space.
  • Region managed by successor machine.

15
Node join
1
B
14
3
A
C
12
5
A
B
C
D
9
3
14
7
9
7
8
  • Player D on node 7 joins
  • Rely on DHT to relocate peer-server

16
Peer-to-Peer Infrastructure
  • P2P layout Pastry
  • - ring of 2m nodes, m128
  • - each node has finger table of size m
  • finger(n)k(n2(k-1))mod(2m).
  • - to contact node g, if not in table, contact
    nearest
  • - overlay to find best routes.

Chord
17
Peer-to-Peer Infrastructure
  • Scalable application level multicast
    infrastructure Scribe (on top of Chord)
  • Sub tree communication via multicast
  • Subscribe done accordingly to ID.
  • Multicast of positions at pre fixed interval.
  • AND dead reckoning other extrapolating
    algorithms in case of message failure.
  • Or multicast only changed positions.

18
State replication for fault tolerance
1
B
14
D
3
A
C
12
5
A
B
C
D
9
3
14
7
9
7
8
  • States are Replicated (at least 1 replica)
  • Rely on DHT routing to locate replica

19
Fault detection and take over
  • Layer routing rule message for j sent to j if
    connected or to the next connected machine.
  • If 14 receives message (not replica) whose
    destination was 9, 14 takes over 9.
  • If new node to be coordinator, forward to current
    coordinator while downloading whole replica. Then
    take over.
  • If coordinator and replica lost, just have cache
    of each involved machine. But consistency lost.

20
Large scale outage
  • Parallel worlds within the game can
    existParadoxes when merging
  • Consistency prevails on Availability
  • Coordinator blessing by the node server.

Flexibility and scalability of P2P Availability
no worse than in client server networks

21
Implementation
  • Zone array of space array of objects.
  • Zone mapped to the Pastry Key space.
  • UDP for inter user communication.
  • Fairness of user-user events via symmetric
    computation coordinator as referee.
  • Object time stamped if cyclic behavior
    prohibited.

22
Experimentation
  • Done on FreePastry network emulator.
  • Simulates up to 4000 nodes.
  • Players eat and fight every 20s and maintain in a
    given region during 40s.
  • Multicast of position update every 150ms
  • (// 50ms in Quake 2)
  • A region data 120 kb.

23
Test criteria
  • Population density.
  • Total population.
  • Network dynamics.
  • Improvement due to their message aggregation
    methods.

24
Av 200ms
But for 4000/400 1 trail with 50 hops s
25
Population growth and Message Aggregation
  • Routing delay in O(log(n)) hops.
  • Multicast 1-2 worst trail unacceptable.
  • Aggregation to the root before multicast.

26
Effects of network dynamics
If per node failure rate 6 per minute
27
Possibility of Catastrophic failure
  • 1 coordinator out of 10 players and only one
    replica.
  • Vulnerability window 10s (2s 2 or 32).
  • 1000 players playing in average 2,3h with ends
    node failure
  • 7 node failure per minute

Catastrophic rate failure 20 hours
  • If W 2s and 2 replicas

Catastrophic rate failure 121 days
28
Conclusion Future work
  • P2P for MMG is possible
  • Bottleneck node capacities (CPU memories) to
    develop a more complex game.
  • Problem of end leaves of multicast trees
  • Increase cheating detection
  • Optimization of state transfer and replication
    management.

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