Distributed virtual environments

New entry in Digiplay games research bibliography:

Large scale distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multi-player online games in the entertainment industry. Since architectures based on networked servers seem to be not scalable enough to support massively multi-player applications, peer-to-peer (P2P) architectures have been proposed as an efficient and truly scalable solution for this kind of systems. However, in order to design efficient DVEs based on peer-to-peer architectures these systems must be characterized, measuring the impact of different client behaviors on system performance. This paper presents the experimental characterization of peer-to-peer distributed virtual environments in regard to well-known performance metrics in distributed systems. Characterization results show that system saturation is inherently avoided due to the peerto-peer scheme, as it could be expected. Also, these results show that the saturation of a given client exclusively has an effect on the surrounding clients in the virtual world, having no noticeable effect at all on the rest of avatars. Finally, the characterization results show that the response time offered to client computers greatly depends on the number of new connections that these clients have to make when new neighbors appear in the virtual world. These results can be used as the basis for an efficient design of peer-to-peer DVE systems.

New entry in Digiplay games research bibliography:

Distributed virtual environments (DVEs) are distributed systems that allow multiple geographically distributed clients (users) to interact simultaneously in a computer-generated, shared virtual world. Applications of DVEs can be seen in many areas nowadays, such as online games, military simulations, collaborative designs, etc. To support large-scale DVEs with real-time interactions among thousands or even more distributed clients, a geographically distributed server architecture (GDSA) is generally needed, and the virtual world can be partitioned into many distinct zones to distribute the load among the servers. Due to the geographic distributions of clients and servers in such architectures, it is essential to efficiently assign the participating clients to servers to enhance users' experience in interacting within the DVE. This problem is termed the client assignment problem (CAP) in this paper. We propose a two-phase approach, consisting of an initial assignment phase and a refined assignment phase to address the CAP. Both phases are shown to be NP-hard. Several heuristic assignment algorithms are then devised and evaluated via extensive simulations with realistic settings. We find that, even under heterogeneous environments like the Internet where accurate input data for the assignment algorithms are usually impractical to obtain, the proposed algorithms are still beneficial to the performances of DVE.

New entry in Digiplay games research bibliography:

Distributed virtual environments (DVEs) are distributed systems that allow multiple geographically distributed clients to interact concurrently in a shared virtual world. DVEs, such as online games, military simulations, and collaborative design, etc., are very popular nowadays. To support scalable DVEs, a multi-server architecture is usually employed, and the virtual world is partitioned into several zones to distribute the load among servers. The client assignment problem arises when assigning the participating clients in the zones to servers. Current approaches usually assign clients to servers according to the locations of clients in the virtual world; i.e., clients interacting in a zone of the virtual world will be assigned to the same server. This approach may degrade the interactivity of DVEs if the network delay from a client to its assigned server is large. In this paper, we formulate the client assignment problem and propose two algorithms to assign clients to servers in a more efficient way. The proposed algorithms are based on the heuristics developed for the well-known terminal assignment problem. Simulation results with the BRITE Internet Topology Generator show that our algorithms are effective in enhancing the interactivity of DVEs.

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