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IVR Presentation

IVR Presentation. Topic :A peer-to-peer message exchange scheme for large scale networked virtual environment. (N19) Presented by Feng SHEN, u3390679. Content table. Some keywords Background of this paper Peer-to-peer message exchange scheme Simulation Questions. Keyworkds .

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IVR Presentation

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  1. IVR Presentation • Topic:A peer-to-peer message exchange scheme for large scale networked virtual environment. (N19) • Presented by Feng SHEN, u3390679

  2. Content table • Some keywords • Background of this paper • Peer-to-peer message exchange scheme • Simulation • Questions

  3. Keyworkds • Net-VE: Networked Virtual Environment • P2P: Peer-to-peer • S/C: Server/Client architecture • AOIM: Area of Interest Management

  4. Background • 2002, multi-user based game & application become a big business • Increase of user number • Require high performance hardware & complex software systems

  5. MMORPG in 2002 • EverQuest holds 400,000 registered users • Interact in one consistent VE in real-time • Big challenge for system scalability • Dominant factor affects scalability -- the way to exchange updated message

  6. Solution in 2002 • To solve the problem, many communication architectures are proposed • Peer-to-peer • Server/client architecture

  7. P2P architecture • Unicast • O(N2) for N entities • bad performance for large N • Multicast combined with area partioning scheme • works well, but multicast not widely avaliable on the Internet

  8. Server/Client • Entity  Server  entities • Server – bottleneck • Failure of server = failure of whole system • Multi-server/client * Over-provision * Estimate no of entities * Too costly for large-scale applications

  9. Proposal of this paper • Scalable p2p message exchange scheme • Peer-to-peer architecture • No multicast infastructure • No centralized mechanism

  10. Details of scheme • A. Bootstrap method • B. Creating overlay network • Each entity connects neighbouring entities • Scheme keeps latency smaller than S/C architecture • Network deployed without multicast infastructure

  11. A. Bootstrap method • Procedure for an entity enters VE for the first time • This entity acquire information of other entities already in VE

  12. B. Creating overlay network • Entity acquire surrounding entities • Classify into two groups AE & LE • AE: Active entities, direct interacation, detail information • LE: Latent entities, potiential interaction, rough information • Take the nearest N entities as AE • Unicast connects AE

  13. Exchange message • Information of AE exchanged through unicast connection • Information of LE • Each entity compress its AEs’ rough information into list • Exchange this list with its AEs’ lists • Knows LE’s location • They should recognize each other, establish direct connection, set AE

  14. Simmulation • Key issue of creating Neted VE • to keep optimal adjacency relationship of entities in VE • Compare result with that from S/C scheme • Show scalability & performance

  15. S/C entity processor • 1. Calculates the entities location at time T • 2. Calculates the distance among all the entities to generate a distance table • 3. According to the table, inform the nearest N entities of each entity as Active Entity

  16. P2P entity processor • 1.Updates the location of entity “I” (Entity(I)) at time T • 2.Inquire its neighboring entities (Entity(I).AE(J)) about their current locations • 3.Then inquire the neighboring entities about the information of their neighboring entities (Entity(Entity(I).AE(J).ID).AE(K))) • 4.Calculates the distance among the entities based on the information acquired in the previous step and sort them in order of the distance • 5.Set the nearest N enteritis as new Active Entities

  17. Qualitative analysis • Two models resemble each other • To evaluate quantitatively, define N: the no of entities in VE P(I): the no of AEs for entity I in P2P mode Q(I): the no of AEs for entity I in S/C mode

  18. Consistency • The P2P based message exchange scheme makes it possible for entities to establish almost consistent relationship (>0.9) compared to S/C scheme, independently of the number of the participants in the virtual environment. • This scheme scales well.

  19. Conclusion • The proposed P2P message exchange scheme can build consistent virtual environment in a scalable manner.

  20. Questions?

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