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Enhancing Neighborship Consistency for Peer-to-Peer Distributed Virtual Environments. Jehn-Ruey Jiang, Jiun-Shiang Chiou and Shun-Yun Hu Department of Computer Science and Information Engineering National Central University. Outline . Introduction Background P2P DVEs
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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
Outline • Introduction • Background • P2P DVEs • Factors affecting Neighborship Consistency • Proposed Solutions • Simulation Results • Conclusion
Outline • Introduction • Background • P2P DVEs • Factors affecting Neighborship Consistency • Proposed Solutions • Simulation Results • Conclusion
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)
DVE (2) • Examples of DVEs include early DARPA SIMNET and DIS systems, as well as currently booming Massively Multiplayer Online Games (MMOGs).
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
DVE (3) • 3D virtual world with • People (avatar) • Objects • Terrain • Agents • … • Each avatar can do a lot of operations • Move • Chat • Using items • …
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.
The Scalability Problem (1) Client-server: has inherent resource limit Resource limit [Funkhouser95] Adaptive Computing and Networking Lab, CSIE, NCU
The Scalability Problem (2) Peer-to-Peer: Use the clients’ resources Resource limit [Keller & Simon 2003] Adaptive Computing and Networking Lab, CSIE, NCU
You only need to know some participants ★: self ▲: neighbors Area of Interest(AOI) Adaptive Computing and Networking Lab, CSIE, NCU
Neighborship Consistency (1) • Definition # current AOI neighbors observed # current AOI neighbors
Neighborship Consistency (2) • An example :is actual neighbor :is observed neighbor Neighborship Consistency = 4 / 5 = 80%
Outline • Introduction • Background • P2P DVEs • Factors affecting Neighborship Consistency • Proposed Solutions • Simulation Results • Conclusion
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
Related Work (1):DHT-based: SimMUD [Knutsson et al. 2004] (UPenn) • Pastry (DHT mapping) + Scribe (Multicast) • Fixed-Sized Regions • Coordinators
SimMUD -- Introduction • Proposes use of P2P overlays to support Massively multiplayer games (MMG) • Primary contribution of paper: • Architectural (P2P for MMG) • Evaluative
SimMUD -- Introduction MMG GAME SCRIBE (Multicast support) PASTRY (P2P overlay)
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
Distributed Game Design • GAME STATES • Game world divided into connected regions • Regions are controlled by different coordinates
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
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
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
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
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
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.
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
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)
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
Game on P2P overlay • Catastrophic failure • Both coordinator and replica dead • Problem solved by cached information from nodes interested in the area
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
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
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)
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
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
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
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
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
Related Work (2):Neighbor-list Exchange [Kawahara et al. 2004] (Univ. of Tokyo) • Fully-distributed • Nearest-neighbors • List exchange • High transmission • Overlay partition