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Dynamic clustering in delaunay-based P2P networked virtual environments

Published: 19 September 2007 Publication History

Abstract

Classical client/server approaches for Networked Virtual Environments (NVEs) require considerable server resources to support a large number of players. On the opposite peer-to-peer (p2p) architectures achieve the required scalability at much lower cost. The feasibility of a p2p approach to NVEs depends heavily on the fact that a given user is interested only in a small part of the virtual world. For this reason, the Delaunay network is an appealing solution, which organizes peers according to their position within the NVE. However, in a NVE players typically tend to aggregate around some attractive points. As the cost of maintenance of the Delaunay network increases with player density and velocity, some peers may see a considerable volume of maintenance traffic. To address this issue, we propose a dynamic clustering algorithm: each peer in the network monitors his cost of maintenance and triggers the creation of a cluster as soon as the volume of traffic generated exceeds a given threshold. Members of a cluster then expand their coordinates to increase their reciprocal distances. In this way, decreasing the concentration of players we achieve a diminution of the maintenance cost. To evaluate our clustering scheme we simulate a simple NVE and run an experiment in Second Life. The results we obtained show that our solution is effective in keeping the amount of maintenance traffic below a chosen threshold.

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  • (2016)Interest-driven avatar neighbor-organizing for P2P transmission in distributed virtual worldsComputer Animation and Virtual Worlds10.1002/cav.167027:6(519-531)Online publication date: 1-Nov-2016
  • (2014)Managing Virtual Entities in MMOGs: A Voronoi-Based ApproachE-Business and Telecommunications10.1007/978-3-662-45945-4_4(58-73)Online publication date: 28-Sep-2014
  • (2014)Managing Virtual Entities in MMOGs: A Voronoi-Based ApproachE-Business and Telecommunications10.1007/978-3-662-44788-8_4(58-73)Online publication date: 28-Sep-2014
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cover image ACM Conferences
NetGames '07: Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
September 2007
138 pages
ISBN:9780980446005
DOI:10.1145/1326257
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 19 September 2007

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Author Tags

  1. Delaunay triangulation
  2. NVE
  3. Second Life
  4. clustering
  5. p2p

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Cited By

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  • (2016)Interest-driven avatar neighbor-organizing for P2P transmission in distributed virtual worldsComputer Animation and Virtual Worlds10.1002/cav.167027:6(519-531)Online publication date: 1-Nov-2016
  • (2014)Managing Virtual Entities in MMOGs: A Voronoi-Based ApproachE-Business and Telecommunications10.1007/978-3-662-45945-4_4(58-73)Online publication date: 28-Sep-2014
  • (2014)Managing Virtual Entities in MMOGs: A Voronoi-Based ApproachE-Business and Telecommunications10.1007/978-3-662-44788-8_4(58-73)Online publication date: 28-Sep-2014
  • (2013)Routing over Relaxed Triangulation Structures for P2P-based Virtual EnvironmentsProceedings of the 2013 27th International Conference on Advanced Information Networking and Applications Workshops10.1109/WAINA.2013.142(1167-1173)Online publication date: 25-Mar-2013
  • (2013)Automatic and Autonomous Load Management in Peer-to-Peer Virtual EnvironmentsIEEE Journal on Selected Areas in Communications10.1109/JSAC.2013.SUP.051302831:9(310-324)Online publication date: Sep-2013
  • (2013)Player behavior and traffic characterization for MMORPGsMultimedia Systems10.1007/s00530-012-0270-419:3(199-220)Online publication date: 1-Jun-2013
  • (2012)AOI‐cast in distributed virtual environments: an approach based on delay tolerant reverse compass routingConcurrency and Computation: Practice and Experience10.1002/cpe.297327:9(2329-2350)Online publication date: 20-Dec-2012
  • (2011)Evaluating compass routing based AOI-cast by MOGs mobility modelsProceedings of the 4th International ICST Conference on Simulation Tools and Techniques10.5555/2151054.2151112(328-335)Online publication date: 21-Mar-2011
  • (2011)AOI-cast by compass routing in Delaunay based DVE overlays2011 International Conference on High Performance Computing & Simulation10.1109/HPCSim.2011.5999817(135-142)Online publication date: Jul-2011
  • (2010)Load-Balancing Properties of 3D Voronoi Diagrams in Peer-to-Peer Virtual EnvironmentsProceedings of the 2010 IEEE 16th International Conference on Parallel and Distributed Systems10.1109/ICPADS.2010.97(839-844)Online publication date: 8-Dec-2010
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