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Advanced Topics in Peer-to-Peer Networking Course

Dive deep into P2P networking, covering data sharing, security, multiplayer games, and more. Understand both traditional and networked virtual environments to enhance your knowledge.

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Advanced Topics in Peer-to-Peer Networking Course

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  1. Peer-to-Peer (P2P)Networking(同儕網路) 2010

  2. Lecturer:江振瑞TA:索維廷 黃郁誠 Time:Thursday 12:00~15:50Place:E6-A205BlackBoard System: http://bb.ncu.edu.tw (同儕網路)

  3. Course Description This course provides an in-depth examination of advanced topics in peer-to-peer (P2P) networking in which all the peers play symmetric roles as both clients and servers.

  4. Course Description • The course has two parts: • The first part covers traditional P2P-related topics such as P2P data sharing, P2P resource search, P2P storage, P2P multicast, P2P security, P2P reputation and incentive, P2P censorship-resistance, P2P resource trading, P2P knowledge sharing, P2P on mobile ad hoc networks, and so on.

  5. Course Description • The course has two parts: • The second part covers P2P networked virtual environment (P2P NVE) related topics, such as P2P massively multiplayer online games (MMOGs), latency compensation, playability, cheats, community management and 3D scene streaming for online games, etc. • After learning the course, the students can become familiar with basic concepts of P2P networking related topics.

  6. Syllabus • Part 1 – Traditional P2P Resource Sharing • P2P Content Sharing - Napster and Gnutella: How to improve Gnutella (Gnutella.zip) • Distributed Hash Tables (DHTs) (Chord, CAN, Pastry, Tornado, etc) (Structured-P2P-Networks.zip) • P2P Storage Systems (MUREX.ppt)(P2PStorageSystems.ppt)(NFS-AFS.ppt)

  7. Syllabus • Efficient P2P Searching • P2P Data Management • P2P Streaming • P2P Multicast • P2P Collaboration • P2P for Mobile Ad Hoc Networks • P2P and Grid Computing • P2P and Semantic Webs • P2P and Cloud Computing

  8. Syllabus • Part 2 – P2P Networked Virtual Environments (NVEs) • Neighborship Consistency for Peer-to-PeerDistributed Virtual Environments (ppt)(pdf) • P2P AOI Voice Chatting for MMOGs • Efficient AOI-CAST for P2P MMOGs • Cheat-proof for P2P MMOGs • P2P 3D SceneStreaming:(PeerConnectivity.ppt) (FLoD.ppt)

  9. Syllabus • Network Latency, Jitter and Loss for Online Games • Latency Compensation for Online Games • Playability vs. Network Conditions and Cheats • User Creation in Online Games • Community Management for Online Games

  10. Some Examples

  11. Napster -- Shawn Fanning

  12. “beastieboy” • song1.mp3 • song2.mp3 • song3.mp3 • “kingrook” • song4.mp3 • song5.mp3 • song6.mp3 • “slashdot” • song5.mp3 • song6.mp3 • song7.mp3 Napster Sharing Style: hybrid center+edge Title User Speed song1.mp3 beasiteboy DSL song2.mp3 beasiteboy DSL song3.mp3 beasiteboy DSL song4.mp3 kingrook T1 song5.mp3 kingrook T1 song5.mp3 slashdot 28.8 song6.mp3 kingrook T1 song6.mp3 slashdot 28.8 song7.mp3 slashdot 28.8 1. Users launch Napster and connect to Napster server 2. Napster creates dynamic directory from users’ personal .mp3 libraries 3. beastieboy enters search criteria s o n g 5 4. Napster displays matches to beastieboy 5. beastieboy makes direct connection to kingrook for file transfer • song5.mp3

  13. Gnutella -- Justin Frankel and Tom Pepper

  14. Topology of a Gnutella Network

  15. Massively Multiplayer Online Games • MMOGs are growing quickly • Multi-billion dollar industry • 10 million subscribers for World of Warcraft • 600,000 concurrent users

  16. Adaptive Computing and Networking Lab, CSIE, NCU

  17. Adaptive Computing and Networking Lab, CSIE, NCU

  18. 萬 王 之 王

  19. 創 世 霹 靂

  20. 童 話

  21. 天 外

  22. 產 品 簡 介

  23. 產 品 簡 介

  24. 夢 想 世 界

  25. 產 品 簡 介

  26. 萬王之王3

  27. 萬王之王3

  28. 產 品 簡 介

  29. 童話2

  30. 童話2

  31. Model for NVEs (MMOGs) • Many nodes on a 2D plane • An avatar needs to know only those within Area of Interest (AOI)‏ Area of Interest(AOI) ★: self ▲: neighbors

  32. Voronoi Diagram for NVEs (MMOGs) ● node i and the big circle is its AOI ■ enclosing neighbors ▲ boundary neighbors ★ both enclosing and boundary neighbors ▼ normal AOI neighbors ◆ irrelevant nodes

  33. Scoring 1 or 2 supplemental readings oral reports: 40% Midterm Report: 30% Final Report: 30%

  34. Reference Books Sean Percival, “Second Life – In-world Travel Guide,” Que Publishing, 2008. Alfred Wai-Sing Loo, “Peer-to-Peer Computing,” Springer, 2007. Jie Wu, “Handbook on Theoretical and Algorithmic Aspects of Sensors, Ad Hoc Wireless, and Peer-to-Peer Networks,” Auerbach Publications, 2006. Steffen Staab and Heiner Stuckenschmidt, “Semantic Web and Peer-to-Peer,” Springer, 2006. Ian J. Taylor, “From P2P to Web Services and Grids,” Springer, 2005.

  35. Reference Books Ramesh Subramanian and Brian D. Goodman, “Peer-to-Peer Computing: The Evolution of a Disruptive Technology,” IDEA Group Publishing, 2005. Sandeep Singhal and Michael Zyda, "Networked Virtual Environments: Design and Implementation," Addison-Wesley Professional, 1999. Grenville Armitage, Mark Claypool and Philip Branch, "Networking and Online Games: Understanding and Engineering Multiplayer Internet Games," Wiley, 2006. Jouni Smed and Harri Hakonen, "Algorithms and Networking for Computer Games," John Wiley & Sons, 2006. Thor Alexander, "Massively Multiplayer Game Development 2 (Game Development)," Charles River Media, 2005. Stephan Diehl, "Distributed Virtual Worlds," Springer, 2001.

  36. Welcome to join the class!

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