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short-paper

Budget based dynamic state update aggregation

Published: 18 March 2015 Publication History

Abstract

Distributed Virtual Environments (DVEs) can handle large numbers of participants by optimizing the routing of state update messages sent to the computer of the individual participant. Often Area of Interest (AoI) management is used to limit the information an avatar can observe and thus the necessary state update messages that are sent to the client which the avatar represents.
If the avatars are roughly evenly distributed through out the virtual environment, AoI enables the support for very large numbers of participants. But once a sufficient number of avatars gather in a small area of the virtual space, communication overhead grows on a n2 scale as they observe each other.
Instead on optimizing the overall number of messages, we limit the number of messages sent to a single client. We propose a novel approach to dynamically aggregate state update messages. It can support a very high numbers of avatars in restricted spaces. We decouple the management of the global state of the DVE from amount of detail sent to the client. Our approach exploits information about the specific DVE and its current state to maximize the ratio of bandwidth reduction to state update fidelity. It is intended to provide rich user experience for clients that connect via limited network links, like mobile users or consumer grade DSL.

References

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L. Behnke, C. Grecos, and K. V. Luck. QuP: Graceful Degradation in State Propagation for DVEs. In Proc. of MMVE 2014, Singapore, 2014. ACM.
[2]
W. Jinzhong. On packet aggregation mechanism for improving Massive Multiplayer Online Game performance in P2P network. 2011 3rd International Conference on Computer Research and Development, pages 337--339, Mar. 2011.
[3]
H. Liu, M. Bowman, and F. Chang. Survey of state melding in virtual worlds. ACM Computing Surveys, 44(4):1--25, Aug. 2012.
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P. Morillo, J. M. Orduna, and J. Duato. A scalable synchronization technique for distributed virtual environments based on networked-server architectures. In Proceedings of the International Conference on Parallel Processing Workshops, pages 74--81. RAND Europe/Ofcom, 2006.
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S. Shen and A. Iosup. Modeling Avatar Mobility of Networked Virtual Environments. In Proceedings of International Workshop on Massively Multiuser Virtual Environments (MMVE'14), pages 1--6, Singagapore, 2014. ACM Press.

Cited By

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  • (2016)Avatar Density Based Client AssignmentEntertainment Computing - ICEC 201610.1007/978-3-319-46100-7_12(137-148)Online publication date: 20-Sep-2016

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cover image ACM Conferences
MMVE '15: Proceedings of the 7th ACM International Workshop on Massively Multiuser Virtual Environments
March 2015
36 pages
ISBN:9781450333542
DOI:10.1145/2723695
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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 March 2015

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Author Tags

  1. DVE
  2. MMOG
  3. mobile

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  • Short-paper

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MMSys '15
Sponsor:
MMSys '15: Multimedia Systems Conference 2015
March 18 - 20, 2015
Oregon, Portland

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MMVE '15 Paper Acceptance Rate 6 of 9 submissions, 67%;
Overall Acceptance Rate 26 of 44 submissions, 59%

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  • (2016)Avatar Density Based Client AssignmentEntertainment Computing - ICEC 201610.1007/978-3-319-46100-7_12(137-148)Online publication date: 20-Sep-2016

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