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Peer-to-Peer (P2P) Computing ( 同儕計算 ) 2008
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Lecturer : 江振瑞 TA : 黃俊傑 Time: Thursday 14:00~16:50 Place: E6-A212 BlackBoard System: http://bb.ncu.edu.tw ( 同儕計算 ) http://bb.ncu.edu.tw 2/30
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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. 3/30
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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. 4/30
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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. 5/30
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Syllabus Part 1 – Traditional P2P Resource Sharing P2P Content Sharing - Napster and Gnutella: How to improve Gnutella (Gnutella.zip)Gnutella.zip Distributed Hash Tables (DHTs) (Chord, CAN, Pastry, Tornado, etc) (Structured-P2P- Networks.zip)Structured-P2P- Networks.zip P2P Storage Systems (MUREX.ppt)(P2PStorageSystems.ppt)(NFS- AFS.ppt)MUREX.pptP2PStorageSystems.pptNFS- AFS.ppt 6/30
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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 7/30
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Syllabus Part 2 – P2P Networked Virtual Environments (NVEs) Neighborship Consistency for Peer-to-Peer Distributed Virtual Environments (ppt)(pdf)pptpdf P2P AOI Voice Chatting for MMOGs Efficient AOI-CAST for P2P MMOGs Cheat-proof for P2P MMOGs P2P 3D Scene Streaming: (PeerConnectivity.ppt) (FLoD.ppt)PeerConnectivity.pptFLoD.ppt 8/30
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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 9/30
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10/30 SETI@Home SETI – Search for ExtraTerrestrial Intelligence @Home – On your own computer
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11/30 SETI@Home - Example
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13/30 Napster -- Shawn Fanning
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15/30 Napster Sharing Style: hybrid center+edge “slashdot” song5.mp3 song6.mp3 song7.mp3 “kingrook” song4.mp3 song5.mp3 song6.mp3 song5.mp3 1. Users launch Napster and connect to Napster server 3. beastieboy enters search criteria 4. Napster displays matches to beastieboy 2. Napster creates dynamic directory from users’ personal.mp3 libraries 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 5. beastieboy makes direct connection to kingrook for file transfer song5 “beastieboy” song1.mp3 song2.mp3 song3.mp3
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16/30 Gnutella -- Justin Frankel and Tom Pepper
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17/30 The ‘Animal’ GNU Gnutella = GNUGNU: Recursive Acronym GNU’s Not Unix …. + Nutella: a hazelnut chocolate spread produced by the Italian confectioner Ferrero …. GNU Nutella
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18/30 Google -- Larry Page and Sergey Brin
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19/30 Topology of a Gnutella Network
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Cloud computing 20/30
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21 Adaptive Computing and Networking Lab, CSIE, NCU Massively Multiplayer Online Games MMOGs are growing quickly 8 million registered users for World of Warcraft Over 100,000 concurrent players Billion-dollar business
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22 Adaptive Computing and Networking Lab, CSIE, NCU
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23 Adaptive Computing and Networking Lab, CSIE, NCU
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26 Adaptive Computing and Networking Lab, CSIE, NCU
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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.) 27/30
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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. 28/30
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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. 29/30
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30/30 Welcome to join the class!
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