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Advanced Topics in Peer-to-Peer Computing

This course explores various aspects of peer-to-peer (P2P) computing, including P2P data sharing, resource search, storage, multicast, security, and more. It also covers P2P networked virtual environments and online games.

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Advanced Topics in Peer-to-Peer Computing

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  1. Peer-to-Peer (P2P)Computing(同儕計算) 2008

  2. Lecturer:江振瑞TA: 黃俊傑Time:Thursday 14:00~16:50Place:E6-A212BlackBoard System: http://bb.ncu.edu.tw (同儕計算)

  3. Course Description This course provides an in-depth examination of advanced topics in peer-to-peer (P2P) computing 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, user creation, community management and 3D scene streaming for online games, etc. After learning the course, the students can become familiar with basic concepts of P2P computing.

  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. SETI@Home • SETI – Search for ExtraTerrestrial Intelligence • @Home – On your own computer

  11. SETI@Home - Example

  12. Napster -- Shawn Fanning

  13. “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

  14. Gnutella -- Justin Frankel and Tom Pepper

  15. GNU: Recursive Acronym GNU’s Not Unix …. The ‘Animal’ GNU + Gnutella = GNU Nutella Nutella: a hazelnut chocolate spread produced by the Italian confectioner Ferrero….

  16. Google -- Larry Page and Sergey Brin

  17. Topology of a Gnutella Network

  18. Cloud computing

  19. Massively Multiplayer Online Games MMOGs are growing quickly 8 million registered users for World of Warcraft Over 100,000concurrent players Billion-dollar business Adaptive Computing and Networking Lab, CSIE, NCU

  20. Adaptive Computing and Networking Lab, CSIE, NCU

  21. Adaptive Computing and Networking Lab, CSIE, NCU

  22. Adaptive Computing and Networking Lab, CSIE, NCU

  23. Scoring 1 or 2 supplemental readings oral reports: 40% In Class: 30%Final Report: 30% Bonus: Term Project (by team work): up to 5% (VASTATE-related systems, JXTA-based systems, Gnutella-like and/or BT-like file sharing system implementation, DHT implementation, NAT tunneling, P2P streaming systems, etc.)

  24. 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.

  25. 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.

  26. Welcome to join the class!

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