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P2P consistency support for large-scale interactive applications

机译:对大型交互式应用程序的P2P一致性支持

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摘要

Peer-to-Peer (P2P) systems have been widely used by networked interactive applications to relieve the drawback and reduce the reliance on well-provisioned servers. A core challenge is to provide consistency maintenance for a massive number of users in a P2P manner. This requires propagating updates on time by only using the uplink bandwidth from individual users instead of relying on dedicated servers. In this paper, we present a P2P system called PPAct to provide consistency maintenance for large-scale fast-interactive applications. We use massive multi-player online games as example applications to illustrate PPAct. The design can be directly applied to other interactive applications. We adopt the Area-of-Interest (AOI) filtering method, which is proposed in prior works [1,2], to reduce bandwidth consumption of update delivery. We solve the AOI's critical problem of bandwidth shortage in hot regions by dynamically balancing the workload of each region in a distributed way. We separate the roles of view discovery from consistency maintenance by assigning players as "region hosts" and "object holders." A region host is responsible for tracking objects and players within a region, and an object holder is responsible for sending updates about an object to interested players. Lookup queries for view discovery are processed by region hosts, while consistency maintenance of objects is taken by object holders. Separating the roles not only alleviates the workload overflow in hot regions, but also speeds up view discovery and update delivery. Another key idea is that peers contribute spare bandwidth in a fully distributed way to forwarding updates about objects of interest. Thus popular, high-demand objects will have more peers forward updates. We also present how to select capable and reliable players for region hosts and object holders. A P2P network simulator is developed to evaluate PPAct on two major types of online games: role-playing games (RPGs) and first-person shooter (FPS) games. The results demonstrate that PPAct successfully supports 10,000 players in RPGs and 1500 players in FPS games. PPAct outperforms SimMud [2] in RPGs and Donnybrook [3] in FPS games by 40% and 30% higher successful update rates respectively.
机译:点对点(P2P)系统已被网络交互式应用程序广泛使用,以减轻该缺陷并减少对配置完善的服务器的依赖。核心挑战是以P2P方式为大量用户提供一致性维护。这要求仅通过使用单个用户的上行链路带宽而不是依赖专用服务器来及时传播更新。在本文中,我们提出了一个名为PPAct的P2P系统,以为大规模快速交互应用程序提供一致性维护。我们以大型多人在线游戏为例来说明PPAct。该设计可以直接应用于其他交互式应用程序。我们采用先前工作[1,2]中提出的兴趣区域(AOI)过滤方法,以减少更新交付的带宽消耗。通过以分布式方式动态平衡每个区域的工作量,我们解决了AOI在热点区域带宽短缺的关键问题。通过将播放器分配为“区域主机”和“对象持有者”,我们将视图发现的角色与一致性维护分开。区域主机负责跟踪区域内的对象和玩家,对象持有者负责将有关对象的更新发送给感兴趣的玩家。用于视图发现的查找查询由区域主机处理,而对象的一致性维护则由对象所有者负责。分离角色不仅可以缓解热点区域中的工作负载溢出,还可以加快视图发现和更新交付的速度。另一个关键思想是,对等方以完全分布式的方式贡献备用带宽,以转发有关感兴趣对象的更新。因此,流行的高需求对象将具有更多的同级转发更新。我们还将介绍如何为区域主机和对象持有者选择有能力且可靠的播放器。开发了P2P网络模拟器来评估两种主要在线游戏上的PPAct:角色扮演游戏(RPG)和第一人称射击游戏(FPS)。结果表明PPAct成功支持了RPG中的10,000名玩家和FPS游戏中的1500名玩家。 PPAct在FPS游戏中的胜率分别比SimMud [2]和Donnybrook [3]高出40%和30%。

著录项

  • 来源
    《Computer networks》 |2012年第6期|p.1731-1744|共14页
  • 作者

    Yi Hu; Laxmi N. Bhuyan; Min Feng;

  • 作者单位

    Department of Computer Science and Engineering, University of California at Riverside, 900 University Ave., Riverside, CA 92521, USA;

    Department of Computer Science and Engineering, University of California at Riverside, 900 University Ave., Riverside, CA 92521, USA;

    Department of Computer Science and Engineering, University of California at Riverside, 900 University Ave., Riverside, CA 92521, USA;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    P2P networks; consistency maintenance; computer games;

    机译:P2P网络;一致性维护;电脑游戏;

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