Enhancing Neighborship Consistency for Peer-to-Peer Distributed Virtual Environments PowerPoint PPT Presentation

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Title: Enhancing Neighborship Consistency for Peer-to-Peer Distributed Virtual Environments


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Enhancing Neighborship Consistency for
Peer-to-PeerDistributed Virtual Environments
  • Jehn-Ruey Jiang, Jiun-Shiang Chiou and Shun-Yun
    Hu
  • Department of Computer Science and Information
    Engineering
  • National Central University

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Outline
  • Introduction
  • Background
  • P2P DVEs
  • Factors affecting Neighborship Consistency
  • Proposed Solutions
  • Simulation Results
  • Conclusion

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Outline
  • Introduction
  • Background
  • P2P DVEs
  • Factors affecting Neighborship Consistency
  • Proposed Solutions
  • Simulation Results
  • Conclusion

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DVE (1)
  • Distributed Virtual Environments (DVEs) are
    computer-generated virtual world where multiple
    geographically distributed users can assume
    virtual representatives (or avatars) to
    concurrently interact with each other
  • A.K.A. Networked Virtual Environments (NVEs)

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DVE (2)
  • Examples of DVEs include early DARPA SIMNET and
    DIS systems, as well as currently booming
    Massively Multiplayer Online Games (MMOGs).

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Massively Multiplayer Online Games
  • MMOGs are growing quickly
  • 8 million registered users for World of Warcraft
  • Over 100,000 concurrent players
  • Billion-dollar business

Adaptive Computing and Networking Lab, CSIE, NCU
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Adaptive Computing and Networking Lab, CSIE, NCU
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Adaptive Computing and Networking Lab, CSIE, NCU
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Adaptive Computing and Networking Lab, CSIE, NCU
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DVE (3)
  • 3D virtual world with
  • People (avatar)
  • Objects
  • Terrain
  • Agents
  • Each avatar can do a lot of operations
  • Move
  • Chat
  • Using items

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Issues for DVE
  • Scalability
  • To accommodate as many as participants
  • Consistency
  • All participants have the same view of object
    states
  • Persistency
  • All contents (object states) in DVE need to exist
    persistently
  • Reliability
  • Need to tolerate H.W and S.W. failures
  • Security
  • To prevent cheating and to keep user information
    and game state confidentially.

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The Scalability Problem (1)
  • Client-server has inherent resource limit

Resource limit
Funkhouser95
Adaptive Computing and Networking Lab, CSIE, NCU
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The Scalability Problem (2)
  • Peer-to-Peer Use the clients resources

Resource limit
Keller Simon 2003
Adaptive Computing and Networking Lab, CSIE, NCU
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You only need to know some participants
Area of Interest(AOI)
  • ? self
  • ? neighbors

Adaptive Computing and Networking Lab, CSIE, NCU
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Neighborship Consistency (1)
  • Definition
  • current AOI neighbors observed
  • current AOI neighbors

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Neighborship Consistency (2)
  • An example

is actual neighbor
is observed neighbor
Neighborship Consistency 4 / 5 80
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Outline
  • Introduction
  • Background
  • P2P DVEs
  • Factors affecting Neighborship Consistency
  • Proposed Solutions
  • Simulation Results
  • Conclusion

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Related Work (1)DHT-based SimMUD
  • B. Knutsson, H. Lu, W. Xu and B. Hopkins,
    Peer-to-peer Support for Massively Multiplayer
    Games, in Proceedings of INFOCOM 2004.
  • Authors are fromDepartment of Computer and
    Information Science, University of Pennsylvania

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Related Work (1)DHT-based SimMUD
  • Knutsson et al. 2004 (UPenn)
  • Pastry (DHT mapping) Scribe (Multicast)
  • Fixed-Sized Regions
  • Coordinators

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SimMUD -- Introduction
  • Proposes use of P2P overlays to support Massively
    multiplayer games (MMG)
  • Primary contribution of paper
  • Architectural (P2P for MMG)
  • Evaluative

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SimMUD -- Introduction
MMG GAME
SCRIBE (Multicast support)
PASTRY (P2P overlay)
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SimMUD -- Introduction
  • Players contribute memory, CPU cycles and
    bandwidth for shared game state
  • Persistent user state is centralized
  • Example payment information, character
  • Allows central server to delegate to peers the
    dissemination and the process of intensive game
    states

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Distributed Game Design
  • GAME STATES
  • Game world divided into connected regions
  • Regions are controlled by different coordinates

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Distributed Game Design
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Distributed Game Design
  • Game design based on fact that
  • Players have limited movement speed
  • Limited sensing capability
  • Hence data shows temporal and spatial localities
  • Use Interest Management
  • Limit amount of state player has access to

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Distributed Game Design
  • Players in same region form interest group
  • State updates relevant to group disseminated only
    within group
  • Player changes group when going from region to
    region

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Distributed Game Design
  • GAME STATE CONSISTENCY
  • Must be consistent among players in a region
  • Basic approach employ coordinators to resolve
    update conflicts
  • Split game state management into three classes to
    handle update conflicts
  • Player state
  • Object state
  • The Map

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Distributed Game Design
  • Player state
  • Single writer multiple reader
  • Position change is most common event
  • Use best effort multicast to players in same
    region
  • Use dead reckoning to handle loss or delay

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Distributed Game Design
  • Object state
  • Use coordinator-based mechanism for shared
    objects
  • Each object assigned a coordinator
  • Coordinator resolves conflicting updates and
    keeps current value

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Distributed Game Design
  • Map
  • Maps are considered read-only because they remain
    unchanged during the game play.
  • They can be created offline and inserted into the
    system dynamically.
  • Dynamic map elements are handled as objects.

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Game on P2P overlay
  • Map game states to players
  • Group players objects by region
  • Map regions to peers using pastry Key
  • Each region is assigned ID
  • Live Node with closest ID becomes coordinator
  • Random Mapping reduces chance of coordinator
    becoming member of region (reduces cheating)
  • Currently all objects in region coordinated by
    one Node
  • Could assign coordinator for each object

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Game on P2P overlay
  • Shared state replication
  • Lightweight primary- backup to handle failures
  • Failure detected using regular game events
  • Dynamically replicate coordinator when failure
    detected
  • Keep at least one replica at all times
  • Uses property of P2P (route message with key K to
    node ID, say N , closest to K)

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Game on P2P overlay
  • Shared state replication (contd..)
  • The replica kept at M which is the next closest
    to key K
  • If new node T added which is closer to K than
    coordinator N
  • Forwards messages to coordinator N until all
    states of K are transferred from N to T
  • Takes over as coordinator and N becomes a replica

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Game on P2P overlay
  • Catastrophic failure
  • Both coordinator and replica dead
  • Problem solved by cached information from nodes
    interested in the area

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Experimental Results
  • Prototype Implementation of SimMud
  • Used FreePastry (open source)
  • Maximum simulation size constrained by memory to
    4000 virtual nodes
  • Players eat and fight every 20 seconds
  • Remain in a region for 40 seconds
  • Position updates every 150 millisec by multicast

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Experimental Results
  • Base Results
  • No players join or leave
  • 300 seconds of game play
  • Average 10 players per region
  • Link between nodes have random delay of 3-100 ms
    to simulate network delay

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Experimental Results(Base results)
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Experimental Results(Base results)
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Experimental Results(Base results)
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Experimental Results(Base results)
  • 1000 to 4000 players with 100 to 400 regions
  • Each node receives 50 120 messages
  • 70 update messages per second
  • 10 players 7 position updates
  • Unicast and multicast message take around 6 hops
    (but 50 hops in the worst case)

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Experimental Results
  • Breakdown of type of messages
  • 99 messages are position updates
  • Region changes take most bandwidth
  • Message rate of object updates higher than
    player-player updates
  • Object updates multicast to region
  • Object update sent to replica
  • Player player interaction effects only players

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Experimental Results
  • Effect of Population Growth
  • As long as average density remains same,
    population growth does not make difference
  • Effect of Population Density
  • Ran with 1000 players , 25 regions
  • Position updates increases linearly per node
  • Non uniform player distribution hurts
    performance

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Experimental Results
  • Three ways to deal with population density
    problem
  • Allow max number of players in region
  • Different regions have different size
  • System dynamically repartitions regions with
    increasing players

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Experimental Results
  • Effect of message aggregation
  • Since updates are multicast, aggregate them at
    root
  • Position update aggregated from all players
    before transmit
  • Cuts bandwidth requirement by half
  • Nodes receive less messages

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Experimental Results
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Experimental Results
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Experimental Results
  • Effect of network dynamics
  • Nodes join and depart at regular intervals
  • Simulate one random node join and depart per
    second
  • Per-node failure rate of 0.06 per minute
  • Average session length of 16.7 minutes (close to
    18 minutes for a FPS game -- Half Life)
  • Average message rate increased from 24.12 to 24.52

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Related Work (2)Neighbor-list Exchange
  • Kawahara et al. 2004 (Univ. of Tokyo)
  • Fully-distributed
  • Nearest-neighbors
  • List exchange
  • High transmission
  • Overlay partition

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Related Work (3) Mutual Notification Solipsis
  • Keller Simon 2003 (France Telecomm RD)
  • Links with AOI neighbor
  • Mutual cooperation
  • Inside convex hull
  • Potentially slow discovery
  • Inconsistent topology

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Related Work (4) P2P Hybrid (DHT,
super-nodes,neighbor list exchange MOPAR
  • Yu, A. and Vuong, S. T., MOPAR a mobile
    peer-to-peer overlay architecture for interest
    management of massively multiplayer online
    games, In Proceedings of the international
    Workshop on Network and Operating Systems Support
    For Digital Audio and Video (Stevenson,
    Washington, USA, June 13 - 14, 2005). NOSSDAV '05.

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Related Work (5) Voronoi-based Overlay Network
VON
  • SY Hu, JF Chen, TH Chen, VON a scalable
    peer-to-peer network for virtual environments,
    IEEE Network, 2006

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Design Goals
  • Observation
  • for virtual environment applications, the
    contents we want are messages from AOI neighbors
  • Content discovery is a neighbor discovery problem
  • Solve the Neighbor Discovery Problem in a
    fully-distributed, message-efficient manner.
  • Specific goals
  • Scalable ? Limit minimize message traffics
  • Responsive ? Direct connection with AOI neighbors

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Voronoi Diagram
  • 2D Plane partitioned into regions by sites, each
    region contains all the points closest to its site

Neighbors
Region
Site
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Design Concepts
Use Voronoi to solve the neighbor discovery
problem
  • Each node constructs a Voronoi of its neighbors
  • Identify enclosing and boundary neighbors
  • Mutual collaboration in neighbor discovery

? node i and the big circle is its AOI
enclosing neighbors ? boundary neighbors ? both
enclosing and boundary neighbors ? normal AOI
neighbors ? irrelevant nodes
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Procedure (JOIN)
  • 1) Joining node sends coordinates to any existing
    node
  • Join request is forwarded to acceptor
  • 2) Acceptor sends back its own neighbor list
  • joining node connects with other nodes on the
    list

Joining node
Acceptors region
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Procedure (MOVE)
  • 1) Positions sent to all neighbors, mark messages
    to B.N.
  • B.N. checks for overlaps between movers AOI and
    its E.N.
  • 2) Connect to new nodes upon notification by B.N.

Boundary neighbors
New neighbors
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Procedure (LEAVE)
  • 1) Simply disconnect
  • 2) Others then update their Voronoi
  • new B.N. is discovered via existing B.N.

Leaving node (also a B.N.)
New boundary neighbor
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Outline
  • Introduction
  • Background
  • P2P DVEs
  • Factors affecting Neighborship Consistency
  • Proposed Solutions
  • Simulation Results
  • Conclusion

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Factors affecting Neighborship Consistency
  • Mobility
  • Speed
  • AOI-radius
  • Node failure
  • Possibly causes overlay partition

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Mobility
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Overlay Partition (1/2)
  • Nodes divide into two or more groups
  • Each group can not be aware each other
  • May destroy neighborship consistency
  • In pure P2P DVE
  • May be impossible to detect and recover
  • Have to avoid it

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Overlay Partition (2/2)






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Outline
  • Introduction
  • Background
  • P2P DVEs
  • Factors affecting Neighborship Consistency
  • Proposed Solutions
  • Simulation Results
  • Conclusion

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Proposed Solutions
  • Adaptive AOI
  • AOI radius increases with speed increasing
  • Detecting critical nodes
  • Critical nodes are the nodes in some regions
    where the density is low
  • It is used to avoid overlay partition

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Adaptive AOI
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Critical Nodes (1/4)
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Critical Nodes (2/4)
  • Periodically detect by node itself
  • AOI
    neighbors Neighbor_level
  • Average AOI
    neighbors
  • If a node detects that its neighbor level is
    lower than a pre-specified threshold, it regards
    itself as a critical node.
  • A critical node will perform the backup operation
    to send to all connected neighbors the backup
    message.

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Critical Nodes (3/4)
  • A Backup message
  • Sent by critical nodes
  • Contains a neighbor list of the critical node
  • Stock neighbor list
  • Stores nodes from backup message
  • Uses to periodically check
  • Check operation
  • Check all nodes in its stock neighbor list
    periodically
  • To discovery missed neighbors

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Critical Nodes (4/4)
Stock neighbor list of node A
Neighbor list of node A
C
B
A
Neighbor list of node B
C
B
C
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Outline
  • Introduction
  • Background
  • P2P DVEs
  • Factors affecting Neighborship Consistency
  • Proposed Solutions
  • Simulation Results
  • Conclusion

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Simulation Parameters
  • 1000 nodes
  • in a 1200-unit by 1200-unit plane
  • constant velocity of 5 units per time-step
  • AOI radius is 100 units (the number of directly
    connected neighbors is limited to be 20)
  • Clustered distribution nodes cluster into three
    groups in the first 300 steps and can move
    randomly after 300 steps.
  • Random distribution nodes can move randomly in
    all simulation steps.

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Mobility (1/2)
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Mobility (2/2)
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Node Failure (1/8)
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Node Failure (2/8)
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Node Failure (3/8)
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Node Failure (4/8)
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Node Failure (5/8)
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Node Failure (6/8)
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Node Failure (7/8)
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Node Failure (8/8)
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Outline
  • Introduction
  • Background
  • P2P DVEs
  • Factors affecting Neighborship Consistency
  • Proposed Solutions
  • Simulation Results
  • Conclusion

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Conclusion
  • Address two factors
  • Node mobility
  • Node failure
  • Improve neighborship consistency by
  • Adaptive AOI buffer
  • Critical node detection

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  • QA
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