1 AINA 2006 Wien, April 18-20 th 2006 DiVES: A DISTRIBUTED SUPPORT FOR NETWORKED VIRTUAL ENVIRONMENTS The IEEE 20th International Conference on Advanced.

Slides:



Advertisements
Similar presentations
Efficient Event-based Resource Discovery Wei Yan*, Songlin Hu*, Vinod Muthusamy +, Hans-Arno Jacobsen +, Li Zha* * Chinese Academy of Sciences, Beijing.
Advertisements

Alex Cheung and Hans-Arno Jacobsen August, 14 th 2009 MIDDLEWARE SYSTEMS RESEARCH GROUP.
1 EuroIMSA 2007 Chamonix, March th 2007 A PUBLISH SUBSCRIBE SUPPORT FOR NETWORKED MULTIPLAYER GAMES IASTED European Conference on INTERNET AND MULTIMEDIA.
Cognitive Publish/Subscribe for Heterogeneous Clouds Šarūnas Girdzijauskas, Swedish Institute of Computer Science (SICS) Joint work with:
MobiShare: Sharing Context-Dependent Data & Services from Mobile Sources Efstratios Valavanis, Christopher Ververidis, Michalis Vazirgianis, George C.
Peer-to-Peer Support for Massively Multiplayer Games Bjorn Knutsson, Honghui Lu, Wei Xu, Bryan Hopkins Presented by Mohammed Alam (Shahed)
Named Data Networking for Social Network Content delivery P. Truong, B. Mathieu (Orange Labs), K. Satzke (Alu) E. Stephan (Orange Labs) draft-truong-icnrg-ndn-osn-00.txt.
Subscription Subsumption Evaluation for Content-Based Publish/Subscribe Systems Hojjat Jafarpour, Bijit Hore, Sharad Mehrotra, and Nalini Venkatasubramanian.
JaDE: A JXTA Support for Distributed Virtual Environments Luca Genovali Laura Ricci Luca Genovali, Laura Ricci Università degli Studi di Pisa JaDE: A JXTA.
Applications over P2P Structured Overlays Antonino Virgillito.
©NEC Laboratories America 1 Hui Zhang Samrat Ganguly Sudeept Bhatnagar Rauf Izmailov NEC Labs America Abhishek Sharma University of Southern California.
M ERCURY : A Scalable Publish-Subscribe System for Internet Games Ashwin R. Bharambe, Sanjay Rao & Srinivasan Seshan Carnegie Mellon University.
Application Layer Anycasting: A Server Selection Architecture and Use in a Replicated Web Service Presented in by Jayanthkumar Kannan On 11/26/03.
Scalable Application Layer Multicast Suman Banerjee Bobby Bhattacharjee Christopher Kommareddy ACM SIGCOMM Computer Communication Review, Proceedings of.
Carnegie Mellon University Complex queries in distributed publish- subscribe systems Ashwin R. Bharambe, Justin Weisz and Srinivasan Seshan.
Dynamic Hypercube Topology Stefan Schmid URAW 2005 Upper Rhine Algorithms Workshop University of Tübingen, Germany.
1 IMPROVING RESPONSIVENESS BY LOCALITY IN DISTRIBUTED VIRTUAL ENVIRONMENTS Luca Genovali, Laura Ricci, Fabrizio Baiardi Lucca Institute for Advanced Studies.
Design and Evaluation of a Wide-Area Event Notification Service Antonio Carzaniga David S. Rosenblum Alexander L. Wolf.
1 Efficient Retrieval of User Contents in MANETs Marco Fiore, Claudio Casetti, Carla-Fabiana Chiasserini Dipartimento di Elettronica, Politecnico di Torino,
AOI cast Based Compass Routing in Distributed Virtual Environments Michele Albano, Luca Genovali Antonio Quartulli, Laura Ricci AOI CAST TOLERANCE BASED.
OSD Metadata Management
Kyushu University Graduate School of Information Science and Electrical Engineering Department of Advanced Information Technology Supervisor: Professor.
1 By Vanessa Newey. 2 Introduction Background Scalability in Distributed Simulation Traditional Aggregation Techniques Problems with Traditional Methods.
Hierarchical P2P Overlays for DVE: An Additively Weighted Voronoi Based Approach Michele Albano Luca Genovali Laura Ricci HIERARCHICAL P2P OVERLAYS FOR.
Background Notification services in LAN Provides Notification Selection Notification Delivery Done on a centralized server (hence not scalable) Challenge.
1CS 6401 Peer-to-Peer Networks Outline Overview Gnutella Structured Overlays BitTorrent.
Architectural Design Establishing the overall structure of a software system Objectives To introduce architectural design and to discuss its importance.
Distributed Publish/Subscribe Network Presented by: Yu-Ling Chang.
Magda El Zarki Professor of CS Univ. of CA, Irvine
Roger ZimmermannCOMPSAC 2004, September 30 Spatial Data Query Support in Peer-to-Peer Systems Roger Zimmermann, Wei-Shinn Ku, and Haojun Wang Computer.
Effects of Routing Computations in Content-Based Routing Networks with Mobile Data Sources Vinod Muthusamy, Milenko Petrovic, Hans-Arno Jacobsen University.
University of Zagreb MMVE 2012 workshop1 Towards Reinterpretation of Interaction Complexity for Load Prediction in Cloud-based MMORPGs Mirko Sužnjević,
SensIT PI Meeting, January 15-17, Self-Organizing Sensor Networks: Efficient Distributed Mechanisms Alvin S. Lim Computer Science and Software Engineering.
JMS Compliance in NaradaBrokering Shrideep Pallickara, Geoffrey Fox Community Grid Computing Laboratory Indiana University.
A Delaunay Triangulation Architecture Supporting Churn and User Mobility in MMVEs Mohsen Ghaffari, Behnoosh Hariri and Shervin Shirmohammadi Advanced Communications.
Application-Layer Anycasting By Samarat Bhattacharjee et al. Presented by Matt Miller September 30, 2002.
MV-4474 Virtual Environment Network & Software Architectures Michael Zyda
Publisher Mobility in Distributed Publish/Subscribe Systems Vinod Muthusamy, Milenko Petrovic, Dapeng Gao, Hans-Arno Jacobsen University of Toronto June.
An affinity-driven clustering approach for service discovery and composition for pervasive computing J. Gaber and M.Bakhouya Laboratoire SeT Université.
Gil EinzigerRoy Friedman Computer Science Department Technion.
Active Monitoring in GRID environments using Mobile Agent technology Orazio Tomarchio Andrea Calvagna Dipartimento di Ingegneria Informatica e delle Telecomunicazioni.
Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.
Exploiting Proxy-Based Transcoding to Increase the User Quality of Experience in Networked Applications Maarten Wijnants Patrick Monsieurs Peter Quax Wim.
Introduction to Networked Graphics Part 4 of 5: Bandwidth Management & Scalability.
Data Distribution Dynamic Data Distribution. Outline Introductory Comments Dynamic (Value based) Data Distribution: HLA Data Distribution Management –Routing.
Content-Based Routing in Mobile Ad Hoc Networks Milenko Petrovic, Vinod Muthusamy, Hans-Arno Jacobsen University of Toronto July 18, 2005 MobiQuitous 2005.
SOS: Security Overlay Service Angelos D. Keromytis, Vishal Misra, Daniel Rubenstein- Columbia University ACM SIGCOMM 2002 CONFERENCE, PITTSBURGH PA, AUG.
TOMA: A Viable Solution for Large- Scale Multicast Service Support Li Lao, Jun-Hong Cui, and Mario Gerla UCLA and University of Connecticut Networking.
Distributed Virtual Environments Introduction. Outline What are they? DVEs vs. Analytic Simulations DIS –Design principles Example.
Classification and Analysis of Distributed Event Filtering Algorithms Sven Bittner Dr. Annika Hinze University of Waikato New Zealand Presentation at CoopIS.
Peer-to-Peer Network Tzu-Wei Kuo. Outline What is Peer-to-Peer(P2P)? P2P Architecture Applications Advantages and Weaknesses Security Controversy.
Parallel and Distributed Simulation Distributed Virtual Environments (DVE) & Software Introduction.
Multiplayer games on networks potential and tradeoffs.
Push Technology Humie Leung Annabelle Huo. Introduction Push technology is a set of technologies used to send information to a client without the client.
Information-Centric Networks10b-1 Week 10 / Paper 2 Hermes: a distributed event-based middleware architecture –P.R. Pietzuch, J.M. Bacon –ICDCS 2002 Workshops.
A Grid-enabled Multi-server Network Game Architecture Tianqi Wang, Cho-Li Wang, Francis C.M.Lau Department of Computer Science and Information Systems.
An Adaptive Load Balancing Management for Distributed Virtual Environment Systems Yuanxing Yao 1, Tae-Hyung Kim 1, 1 Department of Computer Science and.
CS 6401 Overlay Networks Outline Overlay networks overview Routing overlays Resilient Overlay Networks Content Distribution Networks.
Peter R Pietzuch and Jean Bacon Peer-to-Peer Overlay Networks in an Event-Based Middleware DEBS’03, San Diego, CA, USA,
1 State-of-the-art in Publish/Subscribe Middleware for Supporting Mobility Sumant Tambe EECS Preliminary Examination December 11, 2007 Vanderbilt University,
MIDDLEWARE SYSTEMS RESEARCH GROUP MSRG.ORG Distributed Ranked Data Dissemination in Social Networks Joint work with: Mo Sadoghi Vinod Muthusamy Hans-Arno.
Parallel and Distributed Simulation Data Distribution II.
CMSC 691B Multi-Agent System A Scalable Architecture for Peer to Peer Agent by Naveen Srinivasan.
Network Topologies for Scalable Multi-User Virtual Environments Lingrui Liang.
A Cluster-based Routing Protocol for Mobile Ad hoc Networks
A Case for Mutual Notification
Distributed Publish/Subscribe Network
Indirect Communication Paradigms (or Messaging Methods)
Indirect Communication Paradigms (or Messaging Methods)
SIENA: Wide-Area Event Notification Service
Presentation transcript:

1 AINA 2006 Wien, April th 2006 DiVES: A DISTRIBUTED SUPPORT FOR NETWORKED VIRTUAL ENVIRONMENTS The IEEE 20th International Conference on Advanced Information Networking and Applications Antonio Bonotti, Luca Genovali, Laura Ricci Dipartimento di Informatica Università degli Studi di Pisa

2 AINA 2006 Wien, April th 2006 PRESENTATION OUTLINE Distributed Virtual Environments: design choices DiVES (Distributed Virtual Environment Support): overall architecture DiVES communication supports: cell based vs. entity based routing Routing optimizations Experiments and Conclusions

3 AINA 2006 Wien, April th 2006 DISTRIBUTED VIRTUAL ENVIRONMENTS (DVE) Real-Time Distributed Virtual Environments : provide to geographically distributed end-users the illusion of being immersed in a unique shared virtual world real time interactions among users and/or among users and computer controlled entities Examples: distributed multiplayer games, military simulations Architectural models: central server, P2P, hybrid Multiplayer Games: a set of entities (avatars, monsters, tanks,…) populate a virtual world each entity communicates its state (change of position, colour), or virtual world modifications to other partecipants

4 AINA 2006 Wien, April th 2006 DVE: DESIGN CHALLANGES DVE applications raise many challanges mechanisms to guarantee the consistency of the virtual world synchronization, state replication real time requirements: the action performed by an entity must be visible to other entities within a bounded time scalability – consistency requires the exchange of a huge amount of information among end users – high bindwidth, CPU load – optimization required to minimize the exchanged information

5 AINA 2006 Wien, April th 2006 DVE: INTEREST MANAGEMENT Interest Management: reduce DVEs communication requirements. Area of Interest (IA) of an entity E = portion of the virtual world including entities that may interact with E – example: a player interacts with entities (players, monsters) located in its surrondings, e.g. in the same room. The definition of the IA of E depends upon the semantics of the application, e.g. the sight capability of E E is interested in receiving information from entities in its IA only Implementation: – Multicast groups – Publish-subscribe systems

6 AINA 2006 Wien, April th 2006 PUBLISH SUBSCRIBE SYSTEMS Support group communications Entities of the virtual world – deliver and publish events by notifications – express their interests in (pattern of) events by subscriptions (filters) Matching of subscriptions and notifications is implemented by a set of application level routers = brokers Broker Network = defines the broker interconnection structure Design choices – broker network topology – application level routing algorithms

7 AINA 2006 Wien, April th 2006 PUBLISH SUBSCRIBE SYSTEMS: FILTER BASED ROUTING example: the subscribed filter defines the area of interest of a player B1 B3 B4 B2 P1 F1 P1 10<x<20 20<y< F2 P2 30<x<50 25<y<45. F1 F2 F1 B1 F2 B3 F1 B2 F2 B4 …. Area of Interest Routing table each subscription is flooded in the broker network notifications routing is guided by the subscriptions stored in the routing table P2 P1 P2

8 AINA 2006 Wien, April th 2006 DiVES: OVERALL ARCHITECTURE DiVES communication support is based on the publish-subscribe model DiVES overlay network =Acyclic P2P network of brokers – each player is connected to a single broker = terminal broker – internal brokers are connected to other brokers DiVES bootstrap: – a bootstrap broker BB can be located at a static IP address – BB manages a list L of the brokers currently available in the network – each broker/player entering a DiVES network connects to BB and receives L from BB chooses a single broker B in L and connects to B. B becomes the parent broker of BB.

9 AINA 2006 Wien, April th 2006 DiVES: OVERALL ARCHITECTURE The choice of the parent broker PB is guided by – number of connections opened by PB – latency estimated by ping DiVES defines a simple recovery mechanism Consistency: – local-lag is exploited to appoximate simultaneity of events dynamic adaptation of local lag to varying network conditions local lag value tailored to the communication group – dead reckoning

10 AINA 2006 Wien, April th 2006 DiVES PUBLISH SUBSCRIBE MODEL DiVES defines several routing algorithms Cell Based Routing – Coarse grain partition of the virtual world into a set af areas (cells) – Each area of interest is approximated by a set of cells Entity Based Routing – Finer grain area of interests: each filter corresponds to the area of interest of a player – generates a huge amount of filters. Several optimizations have been defined to reduce network traffic Approximated Area of Interest Advertisements Filter merging

11 AINA 2006 Wien, April th 2006 CELL BASED DiVES P the virtual world is partitioned into a set of cells Ip: each area of interest is included in a cell Filter = cell where P is located + surronding cells Filter Routing : P subscribes a filter when it enters a cell the filter is not modified as long as P moves within the same cell

12 AINA 2006 Wien, April th 2006 ENTITY BASED DiVES Filter = Area of interest of a player P each player notifies its position PO to the broker network the notification is delivered to each player whose area of interest includes PO P P1 P2 P3 P belongs to the areas of interests of P1,P2,P3 the movements of P are notified to P1,P2,P3 P1,P2,P3 do not belong to the area of interest of P

13 AINA 2006 Wien, April th 2006 ENTITY BASED DiVES: OPTIMIZATIONS Optimizations Goal: reduction of the network traffic due to filter propagation Predicted Notification Area (PNA) = Set of positions that can be reached by P in a time interval  t – starting from its current position – travelling along a straight line with a constant speed v Predicted Area of Interest (PAI) = Subspace of the virtual world including the area of interest corresponding to any point in the PNA Entity based routing optimization: – each player subscribes its PAI, rather than its exact area of interest Filter traffic can be tuned by defining a proper value of  t

14 AINA 2006 Wien, April th 2006 PREDICTED AREA OF INTEREST Y =Area of Interest Z = Predicted Notification Area (PNA) X = Predicted Area of Interest (PAI) P4 PNA B1 P1 B2 B3 B4 B5 … … P1 Y X B1 X B3 X … … … … … … … … … … P1 tt P3 P2

15 AINA 2006 Wien, April th 2006 ADVERTISEMENT BASED FILTER ROUTING Advertisement based routing each host periodically delivers a filter describing the set of notifications it is going to publish in the next future advertisements are flooded into the network each broker stores an advertisement table when a broker receives a filter F, it forwards F to the brokers including at least an advertisement intersecting F DiVES Advertisement based routing optimization advertisement = Predicted Notification Areas

16 AINA 2006 Wien, April th 2006 ADVERTISEMENT BASED ROUTING Y =Area of Interest P1 Z = Predicted Notification Area X = Predicted Area of Interest P4 PNA B1 P1 B2 B3 B4 B5 … … P1 Y X B1 X B3 X … … … … … … … … … … PNA(P4)  PAI(P1) =  B3 does not forward PAI(P1) to B4

17 AINA 2006 Wien, April th 2006 MERGING FILTERS P2 P1 P2 A broker can merge filters delivered from different players Example F = F1 U F2 Merging filters introduces another level of approximation DiVES merging based routing: Two filters are merged iff the resulting region does not exceed a given threshold F1 F2 F

18 AINA 2006 Wien, April th 2006 EXPERIMENTAL RESULTS: REMOTE TRAFFIC

19 AINA 2006 Wien, April th 2006 EXPERIMENTAL RESULTS: ROUTING TABLES

20 AINA 2006 Wien, April th 2006 CONCLUSIONS DiVES: exploits the publish-subscribe model Entity Based routing with predicted area of interest produces the minimum amount of remote traffic Best compromise between amount of remote traffic and routing tables size obtained in advertisement based routing Future work: – definition of cheating detection tools – refinement of consistency mechanisms – JXTA implementation of the broker network.