logo EDITE Eliya BUYUKKAYA
Identité
Eliya BUYUKKAYA
État académique
Thèse soutenue le 2011-06-24
Sujet: Une Architecture Pair-à-Pair pour les Environnements Virtuels en Réseau
Direction de thèse:
Encadrement de thèse:
Laboratoire:
Voisinage
Ellipse bleue: doctorant, ellipse jaune: docteur, rectangle vert: permanent, rectangle jaune: HDR. Trait vert: encadrant de thèse, trait bleu: directeur de thèse, pointillé: jury d'évaluation à mi-parcours ou jury de thèse.
Productions scientifiques
oai:hal.archives-ouvertes.fr:hal-00589741
A spatial publish subscribe overlay for massively multiuser virtual environments
Peer-to-peer (P2P) architectures have become popular for designing scalable virtual environments (VEs) in recent years. However, one question that remains is whether a single overlay can be flexible enough to support different types of VEs. We present S-VON, a P2P overlay that attempts this goal by providing spatial publish/subscribe (SPS) services. Besides flexibility, S-VON also aims to be practical and efficient by utilizing super-peers and considering the physical topology (i.e., network distance) to reduce latencies. Our simulations show that super-peers provide a unique design space where both bandwidth usage and latencies can be effectively reduced, such that even a crowded Second Life region can be hosted with residential ADSL.
A spatial publish subscribe overlay for massively multiuser virtual environments 2010 International Conference On Electronics and Information Engineering (ICEIE 2010)proceeding with peer review 2010
oai:hal.archives-ouvertes.fr:hal-00589742
Efficient Triangulation for P2P Networked Virtual Environments
Peer-to-peer (P2P) architectures have recently become a popular design choice for building scalable Networked Virtual Environments (NVEs). In P2P-based NVEs, system and data management is distributed among all participating users. Towards this end, a Delaunay Triangulation can be used to provide connectivity between the different NVE users depending on their positions in the virtual world. However, a Delaunay Triangulation clearly suffers from high maintenance cost as it is subject to high connection change rate due to continuous users' movement. In this paper, we propose a new triangulation algorithm that provides network connectivity to support P2P NVEs while dramatically decreasing maintenance overhead by reducing the number of connection changes due to users' insertion and movement. Performance evaluations show that our solution drastically reduces overlay maintenance cost in highly dynamic NVEs. More importantly, and beyond its quantitative advantages, this work questions the well accepted Delaunay Triangulation as a reference means for providing connectivity in NVEs, and paves the way for more research towards more practical alternatives for NVE applications.
Multimedia Tools and Applications Journal - Special Issue on Massively Multiplayer Online Games (MTAP-MMO)peer-reviewed article 2009
oai:hal.archives-ouvertes.fr:hal-00589743
Efficient triangulation for P2P networked virtual environments
Peer-to-peer (P2P) architectures have recently become a popular design choice for building scalable Networked Virtual Environments (NVEs). In P2P-based NVEs, system and data management is distributed among all participating users. Towards this end, a Delaunay triangulation can be used to provide connectivity between the different NVE users depending on their positions in the virtual world. However, a Delaunay triangulation clearly suffers from a high maintenance cost as it is subject to high connection change rate due to continuous users' movement. In this paper, we propose a new variant to the Delaunay triangulation algorithm that provides network connectivity to support P2P NVEs while dramatically decreasing maintenance overhead by reducing the number of connection changes due to users' insertion and movement. Performance evaluations show that our solution drastically reduces overlay maintenance cost in highly dynamic NVEs.
Efficient triangulation for P2P networked virtual environments Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames 08)proceeding with peer review 2008
oai:hal.archives-ouvertes.fr:hal-00589744
TriCast: Triangulation with multicast support for P2P virtual environments
Peer-to-peer (P2P) architectures have recently become a popular design choice for building virtual environments (VEs). In P2P-based VEs, peer connectivity between the different VE users depends on their positions in the virtual world regardless of the underlying physical network, which is subject to redundant hops and delay. In this paper, we propose Tri-Cast, a fully-distributed P2P architecture to support virtual environment applications by combining a triangular logical network used for discovering the interest group of an event in the virtual world with an application layer multicast support, used for multicasting the event message to the group members. Simulation results show that the proposed physical multicast tree algorithm reduces the cost of message transmission to group members.
TriCast: Triangulation with multicast support for P2P virtual environments 6th IEEE International Workshop on Networking Issues in Multimedia Entertainment (NIME'10) co-located with IEEE ICME 2010proceeding with peer review 2010
oai:hal.archives-ouvertes.fr:hal-00589745
VoroGame: A Hybrid P2P Architecture for Massively Multiplayer Games
Peer-to-peer (P2P) architectures have recently become very popular in massively multiplayer games (MMGs). While P2P gaming offers high scalability compared to client/server architectures, it introduces several major issues related to data distribution and game state consistency. In this paper, we report our initial version of VoroGame, a P2P architecture for MMGs that addresses these issues by combining a structured P2P overlay based on a distributed hash table (DHT) for data distribution, with a Voronoi diagram used for virtual game world decomposition and semantic overlay support. The resulting hybrid architecture enables a fully distributed management of data and state information, and ensures efficient dissemination of game state updates to relevant peers.
VoroGame: A Hybrid P2P Architecture for Massively Multiplayer Games IEEE Consumer Communications and Networking Conference Special Session on Digital Entertainment, Networked Virtual Environment and Creative Technology (CCNC SS DENVECT 2009)proceeding with peer review 2009
oai:hal.archives-ouvertes.fr:hal-00589746
GROUP: Dual-Overlay State Management for P2P NVE
Peer-to-peer (P2P) architectures have recently become a popular design choice to build scalable Networked Virtual Environments (NVEs). While P2P architectures offer better scalability than server-based architectures, efficient distribution and management of avatar and object states remains a highly challenging issue. In this paper, we propose GROUP, a fully-distributed P2P architecture for NVEs that addresses this issue by combining a structured P2P overlay, used for object state management, with a Voronoi-based overlay, used for avatar state and group membership management. The resulting dual overlay architecture enables efficient and fully distributed management of state updates for P2P-based NVEs.
GROUP: Dual-Overlay State Management for P2P NVE IEEE International Conference on Parallel and Distributed Systems (ICPADS) Workshop on Peer-to-Peer Network Virtual Environment (P2P-NVE)proceeding with peer review 2008
oai:hal.archives-ouvertes.fr:hal-00589747
Data Management in Voronoi based P2P Gaming
This paper proposes a fully distributed architecture to support massively multiplayer games (MMGs) on a peer-to-peer (P2P) overlay network. P2P networks provide a scalable and robust solution for MMGs. Furthermore, similarly to real world interactions, MMG players interact with their surrounding, i.e., with visible players and objects in the virtual world. Thus, self-organization of peers based on their visibility property is essential for efficient overlay network support in MMGs. Also, the overlay network must be re-organized consistently in the face of players' position changes. In this paper, we achieve these goals by designing a peer-to-peer overlay network based on the Voronoi diagram. Each player has a responsibility region that includes nearby objects, and is responsible for updates' dissemination occurring in this region to provide game state consistency among the players who are concerned by the updates. As a proof of concept, we simulated a simple game application to demonstrate the feasibility of our architecture.
Data Management in Voronoi based P2P Gaming IEEE Consumer Communications and Networking Conference (CCNC) Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DECT)proceeding with peer review 2008
oai:hal.archives-ouvertes.fr:hal-00589748
Fair Load Balancing under Skewed Popularity Patterns in Heterogeneous DHT-Based P2P Systems
Distributed Hash Tables provide a scalable way of indexing shared data items in P2P systems. The scalability of DHTs mainly relies on the mechanism by which the system's load is fairly balanced among all participating nodes. This is usually achieved through a uniform hash function that randomly maps data items to nodes in the DHT. While this scheme provides item-balancing guarantees, it fails in balancing the actual load of the system by (1) making the simplifying assumption that all items are equally popular, i.e., they incur the same query-load on their hosting nodes, and (2) assuming that all nodes have comparable capacities. In this paper, we address this issue by considering a more practical characterization of a system's load, and propose a load balancing mechanism that takes into account data (un)popularity and node heterogeneity. We first redefine the notion of load in terms of the number of queries per time frame. Load is then balanced by dynamically adjusting the DHT structure so that it best captures node capacities and query-load distributions over data items. We also evaluate our solution in the context of ring-based DHT structures and show its performance gain over basic DHT load balancing schemes.
Fair Load Balancing under Skewed Popularity Patterns in Heterogeneous DHT-Based P2P Systems IASTED International Conference on Parallel and Distributed Computing and Systems (PDCS)proceeding with peer review 2007
oai:hal.archives-ouvertes.fr:hal-00589749
Efficient Routing in Non-Uniform DHTs for Range Query Support
By randomly mapping items and nodes to a common address space, most P2P index structures based on DHTs provide only exact match data lookups. This compromises their use in data-oriented applications where more advanced query facilities, such as range queries, are needed. We have previously proposed a P2P index structure that refines the Chord DHT by mapping data items to the Chord address space in an order-preserving way. Load balancing of skewed data is then achieved deterministically by pulling nodes to zones where too many data items reside. However, based on Chord's underlying routing infrastructure, our previous solution can no longer ensure logarithmic routing cost when the node distribution over the address space becomes highly skewed. In this paper, we push our previous study one step further and propose a simple yet efficient refinement to Chord's routing component. By offering nodes more flexibility in the choice of their neighbors, our solution ensures logarithmic routing cost, with high probability. Most importantly, our solution is dynamic in the sense that it adapts to any node distribution, including highly adversarial ones.
Efficient Routing in Non-Uniform DHTs for Range Query Support IASTED International Conference on Parallel and Distributed Computing and Systems (PDCS)proceeding with peer review 2006
edite:129882314074
Peer-To-Peer Visualization of Very Large 3D Landscape and City Models Using MPEG-4
2009
edite:133279232349
A Flexible Connectivity Architecture for Avatar Management in P2P-based Virtual Environments
ACM/IEEE Workshop on Network and Systems Support for Games (NetGames), Ottawa, Canada 2011
edite:1332792430485
A Spatial Publish Subscribe Overlay for Massively Multiuser Virtual Environments
International Conference on Electronics and Information Engineering (ICEIE), Japan 2010
edite:1332792509882
TriCast: Triangulation with Multicast Support for P2P Virtual Environments
IEEE International Workshop on Networking Issues in Multimedia Entertainment (NIME), Singapore 2010
edite:13327925361057
Efficient Triangulation for P2P Networked Virtual Environments
Vol. Volume 45, No. Number 1-3, pp. pages 291-312 2009
edite:13327925671334
VoroGame: A Hybrid P2P Architecture for Massively Multiplayer Games
IEEE Consumer Communications and Networking Conference (CCNC), Las Vegas, NV, Etats-Unis 2009
Soutenance
Thèse: Une architecture pair-à-pair pour les environnements virtuels en réseau
Soutenance: 2011-06-24