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A DECENTRALISED SYNCHRONISATION APPROACH FOR COMPLEX HIERARCHICAL MODELS OF VIRTUAL WORLDS

机译:虚拟世界复杂层次模型的分散同步方法

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Splitting and executing different parts of a system with the help of a set of dedicated servers is the most widely used technique for making it scalable. However, it introduces synchronisation issues and requires special attention. Synchronisation is extensively investigated for parallel and distributed systems and generally centralised or distributed approaches are used to obtain a consistent view of a system. Centralised methods are easy to implement and achieve precise synchronisation but are not scalable. On the other hand, distributed methods are difficult to manage and introduce potential communication overhead. They also introduce longer delays due to dependencies among components at different levels when used with conservative strategies and complex hierarchical models. In this paper, we propose a fully decentralised synchronisation mechanism to maintain a consistent view of a virtual world. It greatly reduces communication overhead by restricting a server simulating a region to synchronise itself with the servers executing regions sharing boundaries (we define them as adjacent regions) with it. It maintains traditional synchronisation constraints. The proposed mechanism is illustrated with the help of simple scenarios and an abstract model is used to compare it with traditional approaches. It is demonstrated that number of intermediate points among servers and thus complexity and delay in traditional approaches increase significantly with an increase in number of levels in a hierarchy.
机译:在一组专用服务器的帮助下拆分和执行系统的不同部分是最广泛使用的技术,可以进行可扩展。但是,它介绍了同步问题,需要特别注意。广泛地研究了对并行和分布式系统的同步,并且通常用于获得系统的一致视图。集中式方法易于实现并实现精确同步但不可扩展。另一方面,分布式方法难以管理和引入潜在的通信开销。当与保守策略和复杂的分层模型一起使用时,它们也引入了由于不同级别的组件之间的依赖性而延迟更长的延迟。在本文中,我们提出了一种完全分散的同步机制,以维持虚拟世界的一致视图。通过限制模拟区域的服务器来大大减少通信开销,该服务器与执行区域共享边界的服务器同步(我们将其定义为相邻区域)。它保持了传统的同步约束。拟议的机制是在简单的方案的帮助下说明的,并使用抽象模型与传统方法进行比较。结果证明,服务器之间的中间点数以及传统方法中的复杂性和延迟随着层次结构中的水平数量增加而增加。

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