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1 Scalable AOI-cast for Peer-to-Peer Networked Virtual Environments Jehn-Ruey Jiang, Yu-Li Huang, and Shun-Yun Hu CSIE, National Central University, Taiwan.

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Presentation on theme: "1 Scalable AOI-cast for Peer-to-Peer Networked Virtual Environments Jehn-Ruey Jiang, Yu-Li Huang, and Shun-Yun Hu CSIE, National Central University, Taiwan."— Presentation transcript:

1 1 Scalable AOI-cast for Peer-to-Peer Networked Virtual Environments Jehn-Ruey Jiang, Yu-Li Huang, and Shun-Yun Hu CSIE, National Central University, Taiwan 2008/06/20

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4 Networked Virtual Environments (NVEs) NVEs such as MMOGs are growing quickly Multi-billion dollar industry 10 million subscribers for World of Warcraft 600,000 concurrent users, but 3,000 per world Can we scale to millions in the same world?

5 The basic problem Client-server: resources limited by provisioning Resource limit [Funkhouser95]

6 An intuitive solution Peer-to-Peer: resources grow with demand Resource limit [Keller & Simon 2003]

7 7 Key to scalability Users have limited visibility called Area of Interest (AOI)‏ Bounded resource usage achievable by exchanging messages only with AOI neighbors (i.e., an AOI-cast) Area of Interest

8 8 If you talk with your AOI Neighbors directly… games can be built But how to discover new neighbors?

9 9 Related Work: VON [hu et al. 2006] 1)Positions sent to all neighbors Boundary neighbors check for new neighbors 2)Connect to new nodes upon notification Disconnect any non-overlapped neighbors Boundary neighbors New neighbors Non-overlapped neighbors

10 Related Work: VON-forwarding [chen et al. 2007] Only connect with 1-hop neighbors AOI-cast via forwarding Aggregation & compression utilizable Problem: redundant message transmission

11 Related Work: APOLO [lee et al.2006] Each node keeps 4 out-direction links only Non-redundant transmission Problem: Inefficient transmission path

12 VoroCast Goals: Keep the simplicity & advantage of forwarding Deliver messages without redundancy Construct spanning trees in a distributed manner Observation: Growing a tree from root easily creates redundancy Growing a tree from children avoids redundancy

13 root A B C D E F G H I J K M N O P Q L

14 User density issue High user density in AOI can still be a problem To improve AOI scalability when user density is high, consistency can be traded for less bandwidth Those further away need not receive updates all the time

15 FiboCast Message frequency to distant nodes should be adjustable Add an increasingly longer time-to-live (TTL) for each round of messages maximum hop count sequence that increases (e.g. a Fibonacci sequence such as {0, 1, 1, 2, 3, 5, 8} Minimum 2-hop forwarding (for VoroCast to work) ∞

16 Example routing length For a sequence up to 8, we save 24 updates hops12345678 ˇˇXXXXXX-6 ˇˇˇXXXXX-5 ˇˇˇXXXXX ˇˇˇˇXXXX-4 ˇˇˇˇˇXXX-3 ˇˇˇˇˇˇˇX ˇˇˇˇˇˇˇˇ0 ˇˇˇˇˇˇˇˇ0 Max_countFibonacci 120 231 331 442 553 675 710 > 88 8 ∞∞

17 Simulation evaluation Map:1000 x 1000 units Nodes: 100 ~ 1000 (in increments of 100) AOI radius: 200 units Time-steps:3000 (100ms / step) Speed:5 units / step (random waypoint pattern) FiboCast: {0, 1, 1, 2, 3, 5, 8} sequence Data is compressed by zlib

18 Bandwidth consumption

19 Neighborship consistency

20 Conclusion A simple method of constructing spanning trees distributively that allows non-redundant AOI-cast AOI scalability is improved by reducing bandwidth use Aggregation and compression further save bandwidth

21 Backup slides

22 Why 2-hop neighbors?

23 Drift distance

24 24 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 Acceptor’s region Joining node

25 25 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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