Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 Agents-Based Modeling for a Peer-to-Peer MMOG Advisor.

Slides:



Advertisements
Similar presentations
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 A 24-h forecast of solar irradiance using artificial neural.
Advertisements

Clayton Sullivan PEER-TO-PEER NETWORKS. INTRODUCTION What is a Peer-To-Peer Network A Peer Application Overlay Network Network Architecture and System.
Towards Autonomic Adaptive Scaling of General Purpose Virtual Worlds Deploying a large-scale OpenSim grid using OpenStack cloud infrastructure and Chef.
Peer-to-Peer Support for Massively Multiplayer Games Bjorn Knutsson, Honghui Lu, Wei Xu, Bryan Hopkins Presented by Mohammed Alam (Shahed)
Technical Architectures
© 2005 Prentice Hall7-1 Stumpf and Teague Object-Oriented Systems Analysis and Design with UML.
School of Computer Science and Software Engineering A Networked Virtual Environment Communications Model using Priority Updating Monash University Yang-Wai.
CS218 – Final Project A “Small-Scale” Application- Level Multicast Tree Protocol Jason Lee, Lih Chen & Prabash Nanayakkara Tutor: Li Lao.
AgentOS: The Agent-based Distributed Operating System for Mobile Networks Salimol Thomas Department of Computer Science Illinois Institute of Technology,
A Study on Mobile P2P Systems Hongyu Li. Outline  Introduction  Characteristics of P2P  Architecture  Mobile P2P Applications  Conclusion.
SPRING 2011 CLOUD COMPUTING Cloud Computing San José State University Computer Architecture (CS 147) Professor Sin-Min Lee Presentation by Vladimir Serdyukov.
1 Efficient Management of Data Center Resources for Massively Multiplayer Online Games V. Nae, A. Iosup, S. Podlipnig, R. Prodan, D. Epema, T. Fahringer,
Internet GIS. A vast network connecting computers throughout the world Computers on the Internet are physically connected Computers on the Internet use.
Study of the Relationship between Peer to Peer Systems and IP Multicasting From IEEE Communication Magazine January 2003 學號 :M 姓名 : 邱 秀 純.
P EER - TO -P EER N ETWORKS Michael Fine 1. W HAT ARE P EER -T O -P EER N ETWORKS ? Napster Social networking spawned from this concept. Emerged in the.
TRANSFORMING IT.  The cloud is a group of servers.  A user interacts with the cloud without worrying about how it is implemented. Cloud computing describes.
Peer-to-Peer Support for Massively Multiplayer Games Zone Federation of Game Servers : a Peer-to-Peer Approach to Scalable Multi-player Online Games [INFOCOM.
Scalable Web Server on Heterogeneous Cluster CHEN Ge.
Streaming over Subscription Overlay Networks Department of Computer Science Iowa State University.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 The k-means range algorithm for personalized data clustering.
Intelligent Database Systems Lab 1 Advisor : Dr. Hsu Graduate : Jian-Lin Kuo Author : Silvia Nittel Kelvin T.Leung Amy Braverman 國立雲林科技大學 National Yunlin.
Live Streaming over Subscription Overlay Networks CS587x Lecture Department of Computer Science Iowa State University.
TOMA: A Viable Solution for Large- Scale Multicast Service Support Li Lao, Jun-Hong Cui, and Mario Gerla UCLA and University of Connecticut Networking.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology On Data Labeling for Clustering Categorical Data Hung-Leng.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 Wireless Sensor Network Wireless Sensor Network Based.
Personal Computer - Stand- Alone Database  Database (or files) reside on a PC - on the hard disk.  Applications run on the same PC and directly access.
Adaptive Web Caching CS411 Dynamic Web-Based Systems Flying Pig Fei Teng/Long Zhao/Pallavi Shinde Computer Science Department.
DISTRIBUTED COMPUTING Introduction Dr. Yingwu Zhu.
Intelligent Database Systems Lab Advisor : Dr. Hsu Graduate : Chien-Ming Hsiao Author : Bing Liu Yiyuan Xia Philp S. Yu 國立雲林科技大學 National Yunlin University.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 New Unsupervised Clustering Algorithm for Large Datasets.
Darkstar. Darkstar is a Sun research project on massively parallel online games The objective (not yet demonstrated!) is to supply a framework for massively.
Intelligent Database Systems Lab N.Y.U.S.T. I. M. A semantic similarity metric combining features and intrinsic information content Presenter: Chun-Ping.
 Distributed file systems having transaction facility need to support distributed transaction service.  A distributed transaction service is an extension.
9 Systems Analysis and Design in a Changing World, Fourth Edition.
APPLICATION LAYER MULTICASTING
A P2P-Based Architecture for Secure Software Delivery Using Volunteer Assistance Purvi Shah, Jehan-François Pâris, Jeffrey Morgan and John Schettino IEEE.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology Advisor : Dr. Hsu Graduate : Yu Cheng Chen Author: Manoranjan.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology Mining Logs Files for Data-Driven System Management Advisor.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 Evolving Reactive NPCs for the Real-Time Simulation Game.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 Motivated Reinforcement Learning for Non-Player Characters.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology Advisor : Dr. Hsu Graduate : Yu Cheng Chen Author: Chung-hung.
Intelligent Database Systems Lab Advisor : Dr. Hsu Graduate : Chien-Shing Chen Author : Juan D.Velasquez Richard Weber Hiroshi Yasuda 國立雲林科技大學 National.
Intelligent Database Systems Lab N.Y.U.S.T. I. M. Extreme Visualization: Squeezing a Billion Records into a Million Pixels Presenter : Jiang-Shan Wang.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 A self-organizing map for adaptive processing of structured.
Data Communications and Networks Chapter 9 – Distributed Systems ICT-BVF8.1- Data Communications and Network Trainer: Dr. Abbes Sebihi.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 Direct mining of discriminative patterns for classifying.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 Modelling Fish Behaviour Advisor : Dr. Hsu Presenter :
Peer-to-Peer Systems: An Overview Hongyu Li. Outline  Introduction  Characteristics of P2P  Algorithms  P2P Applications  Conclusion.
INTERNET TECHNOLOGIES Week 10 Peer to Peer Paradigm 1.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 Growing Hierarchical Tree SOM: An unsupervised neural.
Activity 1 5 minutes to discuss and feedback on the following:
Intelligent Database Systems Lab Advisor : Dr. Hsu Graduate : Yu Cheng Chen Author : Yongqiang Cao Jianhong Wu 國立雲林科技大學 National Yunlin University of Science.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 Dual clustering : integrating data clustering over optimization.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 2005.ACM GECCO.8.Discriminating and visualizing anomalies.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology Text Classification, Business Intelligence, and Interactivity:
CMSC 691B Multi-Agent System A Scalable Architecture for Peer to Peer Agent by Naveen Srinivasan.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology Advisor : Dr. Hsu Graduate : Yu Cheng Chen Author: Lynette.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology Advisor : Dr. Hsu Graduate : Chun Kai Chen Author : Andrew.
Background Computer System Architectures Computer System Software.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 Adaptive Clustering for Multiple Evolving Streams Graduate.
Topologies and behavioral properties of the network Yvon Kermarrec Based on tml.
Cofax Scalability Document Version Scaling Cofax in General The scalability of Cofax is directly related to the system software, hardware and network.
Network Topologies for Scalable Multi-User Virtual Environments Lingrui Liang.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology IEEE EC1 Generating War Game Strategies Using A Genetic.
DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING CLOUD COMPUTING
PEER-TO-PEER NETWORK FAMILIES
Database System Architectures
Client/Server and Peer to Peer
Presentation transcript:

Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 Agents-Based Modeling for a Peer-to-Peer MMOG Advisor : Dr. Hsu Reporter : Chun Kai Chen Author : ABDENNOUR EL RHALIBI AND MADJID MERABTI ACM Computers in Entertainment, Vol. 3, No. 2, April 2005

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 2 Outline Motivation Objective Introduction Current MMOG Architecture and Technologies A Peer-to-Peer Architecture and Protocol for MMOGs Conclusions

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 3 Motivation  Massively Multiplayer Online Games (MMOGs) are becoming a very important part of computer entertainment business ─ the increase in the number of players is putting a strong pressure on this type of application ─ commonly used clients/server systems don’t cope well with scalability ─ force developers to invest enormous amounts of money in hardware and time to design complex software systems

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 4 Objective  To solve these problems ─ we propose a fully distributed, peer-to-peer architecture for MMOGs

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 5 Introduction(1/3)  MMOGs ─ online games played simultaneously with tens of thousands of players at one time ─ require an internet connection to play ─ Each player has a copy of the software installed on their machine, which uses the internet to connect to a central game server, which in turn keeps all the players up to date with what is occurring in their world

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 6 Introduction(2/3)  MMOGs ─ the initial cost purchasing the game client ─ subscription fee is used to cover the costs generated by the game:  customer service, patches, content updates, data storage, server maintenance and bandwidth [Bauer et al. 2002]

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 7 Introduction(3/3)  The last three items (data storage, server maintenance and bandwidth) make up the largest proportion of the cost ─ not directly spent on improving the gameplay for the players, ─ but are a necessity to support the client/server model that forms the backbone of the game  By changing the network topology used to support MMOGs ─ these costs could be reduced, ─ and the savings passed on to the players, ─ greatly reducing the cost to them, or alternatively spent on developing the game further

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 8 Current MMOG Architecture and Technologies_ Client/Server Topology (1/2)  Client/Server Topology for MMOG ─ very common in MMOGs ─ a group of “client” machines that want to share information ─ commonly used in small-scale multiplayer games the number of players is up to around 64, but a single machine is usually not sufficient to deal with thousands of players synchronously

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 9 Current MMOG Architecture and Technologies_ Client/Server Topology (2/2)  In client/server infrastructure for MMOGs, there are many known issues and solutions ─ scalability ─ robustness ─ security and proof-cheating ─ bandwidth savings ─ network and transport protocols ─ and delay compensation techniques  However, the solutions usually employed are costly and lack flexibility. ─ For example, in the case of scalability, the architecture usually uses server clusters, connected by LANs or forming a computer grid. ─ Although this architecture scales with the number of players, the server might need to be over-provisioned to handle peak loads

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 10 Current MMOG Architecture and Technologies_ Peer-to-Peer Topology and Overlays(1/2)  Peer-to-peer networking has become a bit of a technological buzzword in the past few years ─ It has been popularized by file-sharing applications

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 11 Current MMOG Architecture and Technologies_ Peer-to-Peer Topology and Overlays(2/2)  Peer-to-peer networks have a lot of advantages ─ The computation usually done by the server machine is shared instead by the clients. a grid-like system ─ The amount of bandwidth used is reduced dramatically they can communicate directly ─ Latency on the network is also reduced the elimination of the bottleneck  by a server handling all information between all clients, regardless of who each client is trying to communicate with

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 12 "Time Prisoners" MMOG Specification  The game-world ─ is composed of “parallel” worlds  The player ─ must complete missions and fighting monsters and guards that wander in the world  NPCs: ─ The AI controlling the NPCs is implemented using fuzzy finite- states machines; pathfinding; influence mapping ; and dead reckoning.

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 13 A Peer-to-Peer Architecture and Protocol for MMOGs(1/2)  The topology we propose is a hybrid solution ─ starting with an initial architecture based on a main server, ─ and building-up a P2P topology as the number of players increases

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 14 A Peer-to-Peer Architecture and Protocol for MMOGs(2/2)  The peers still rely on the initial server ─ join and leave the game ─ help them discover their peer-group if already created and to receive the game data when a new region is required  All the in-game communications ─ once the player is connected to his peer-group, are done in P2P fashion  The architecture is flexible, robust, and dynamic ─ Several spatial data structures are used to control the peer groups and their relations in a dynamic way and to map the peergroups.

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 15 Metamodel Architecture(1/3)  Our P2P architecture and protocol development ─ an agent based metamodel architecture ─ a high-level design based on the mobile agent model provides the rules to develop a simulation environment for MMOGs, implement an instance of P2P protocol for MMOGs ─ also incorporated the concepts of agent cloning, host replication, and agent groups within our framework

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 16 Metamodel Architecture(2/3)  Our agent behavior model consists of three levels of design ─ The system-level design describes an overview of the system and the relationships among hosts in the system ─ Host-level design uses a state-chart to describe the behavior between agents within a host and between hosts--communication, for example. ─ Agent-level design uses finite state machines to describe the behavior of a single agent

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 17 Metamodel Architecture(3/3)  To support multiagent organization, communication, and coordination as a P2P infrastructure ─ we also incorporate the concept of agent groups. ─ Any agent within the agent group may perform a multicast or a subcast. A multicast communication allows an agent in the group to send a message to all other agents in the group, no matter where the agents are in the system. A subcast allows an agent to send a message to a subset of the group. ─ Agent groups are identified by name, thus an agent may join a group by merely specifying its name.

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 18 High-Level Design of Agent Architecture(1/2)  System-Level Design  Host-Level Design ─ state-chart

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 19 High-Level Design of Agent Architecture(2/2)  Agent-level design ─ allows us to understand the behavior of individual agents. ─ finite state machines  With the combination of ─ these finite state machines at the agent-level (individual behavior), ─ the process/event model at the host-level (group behavior), ─ and the overall view at the system-level, ─ the complete system design can be seen as a large process/event model that describes interacting autonomous agents that reside among a set of hosts.  The metamodel and the high-level design of the agents’ architecture ─ provide a very suitable framework for MMOGs as dynamic distributed applications, ─ and will be completely described in a future publication.

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 20 P2P Protocol for Joining/Leaving  In the initial state  If a new player joins the game  If a player moves to another region  If a player leaves the game

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 21 Discussion  Scalability ─ One of the common issues in peer-to-peer networks is their scalability. ─ We have designed our topology with the ability to organize itself efficiently, to reduce the inherent scalability problems.  Network Efficiency ─ reducing the load of network traffic  Data Storage ─ P2P network must store a large amount of redundant (replicated) data, ─ so that the game can still function with a minimum number of players.  Policing ─ In a peer-to-peer game of any sort, it is important for each node not to trust any other node. ─ Yet, for the game to function, calculations must be carried out at some point.

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 22 Communication System Implementation  The purpose of the communication system ─ provide the game with a way to communicate with other peers over the network. ─ allows passing information between game peers, such as requesting information about games and updating player information.

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 23 Conclusions and Future Work  Massively multiplayer online games have rapidly grown in popularity ─ We have discussed an extreme way that the MMOG technology can be altered to vastly reduce the cost of upkeep. ─ Our protocol offers a fully distributed, fault-tolerant, and scalable solution to MMOG. ─ However, further research needs to be done on making a viable distributed game over a pure P2P overlay  Our future work ─ will involve the development of an agent-based MMOG simulator to test one hundred thousand simulated players ─ using different transport protocols, ─ larger deployment of “Time Prisoners” to test the P2P infrastructure based on JXTA, ─ and an extensive evaluation of the simulator and the real system for scalability and robustness

Intelligent Database Systems Lab N.Y.U.S.T. I. M. 24 Personal Opinion ……