Overview
Demo
Downloads
Documentation
Publications
Related Work
Contributors
Mailing list
contact us
|
Related Work
Other useful links and resources
Projects using VAST/VON
P2P-based Virtual Environment Research (listed by publication time)
Scheme | Neighbor discovery | Connectivity | Partitioning | AOI type | Latency | Other supports |
Update-free Regions | server introduction | all | none | aura | 1-hop | |
Solipsis | peer notification | AOI neighbors | AOI | focus | 1-hop | |
P2P Message Exchange | list exchange | AOI neighbors | AOI | focus | 1-hop | |
Federated P2P | server notification | server | static | focus | 2-hop | |
SimMud | DHT query supernode notification | supernode | static (rectangle) | focus | 2 to many | state management event ordering |
Real Tournament | supernode notification | supernode | dynamic (split) | aura | 1-hop | mobile network state management |
Frontier Sets | server introduction | all | none | focus | 1-hop | |
VON | peer notification | AOI neighbors | AOI | focus | 1-hop | Voronoi-based |
Zone Federation | supernode notification DHT query | supernode | static | focus | 1-hop | |
OPeN | DHT query | tree (octree) AOI neighbors | AOI | focus | 1-hop | spatial object query |
Time Prisoner | server introduction | AOI neighbors | AOI | aura | 1-hop | |
HYMS | supernode notification server notification | supernode/server | dynamic (kd-tree) | focus | 2 hops | fault tolerance cheat prevention real MMOG trace/analysis |
Delaunay-VCS | peer notification | nearest neighbor | AOI | nimbus | 1 to many | Delaunay-based |
Message Interchange Protocol | list exchange | AOI neighbors quadrant neighbors | AOI | focus | 1-hop | |
MOPAR | DHT query list exchange | supernode AOI neighbors | static (hexagon) | focus | 1-hop | |
N-Trees | supernode notification | tree (quad/octree) | dynamic (split-merge) | focus | 1-hop | |
DEDM | supernode notification | supernode tree (k-ary) | static | focus | 2 to many | event ordering load balancing tree, ns2 simulation |
APOLO | peer notification overlay multicast | quadrant neighbors | AOI | nimbus | 1 to many | |
Colyseus | (ranged) DHT query | AOI neighbors | AOI | focus | 1-hop | state management event ordering |
COVER | peer notification supernode notification | tree (quadtree) | dynamic (split-merge) | focus | 1 to 2 hops | |
RAP | supernode notification | supernode AOI neighbors | static | focus | 1 hop | triad supernode fault tolerance cheat prevention |
Relay Node | server notification | server supernode | AOI | focus | 2 to 3 hops | |
P2P- Infrastructure | server notification | server | dynamic (split-merge) | focus | 2 | |
Peer Clustering | supernode notification | supernode | static (hexagon) | focus | 2 hops | supernode-based fault tolerance and cheat prevention |
DSID | supernode notification | tree (2~8 children) | dynamic (split-merge) | focus | 2 to many | |
Pastry-based MMOG | DHT query supernode notification | supernode | static | focus | 2 to many | persistent storage supernode-based cheat prevention |
Peers@Play | supernode notification | supernode AOI neighbors | N/A | focus | 1 to 2 hops | dynamic clustering |
DN Clustering | peer notification | nearest neighbors | AOI | nimbus | 1 to many | Delaunay-based dynamic clustering |
Mediator | DHT query supernode notification | supernode AOI neighbors | dynamic | focus | 1-hop | supernode selection & match-making |
Hydra | server introduction | server | static | focus | 2-hop | fault tolerance API design |
DS2M | peer notification | mesh server | static | N/A | 1 to many | degree-constrain minimum-cost graph |
Nomad | peer notification | AOI neighbors | AOI | focus | 1-hop | Voronoi-based |
VON Forwarding | peer notification overlay multicast | nearest neighbors | AOI | nimbus | 1 to many | Voronoi-based asymmetric AOI |
QuadCast | server introduction peer notification | quadrant neighbors | AOI | nimbus | 1 to many | AOI voice chat |
|
Voronoi Data Management | peer notification | AOI neighbors | AOI | nimbus | 1 hop | Voronoi-based state management |
VSM | peer notification supernode notification | AOI neighbors supernode | dynamic (Voronoi) | focus | 2 to 3 hops | Voronoi-based state management dynamic clustering fault tolerance |
Solipsis (2) | supernode notification | AOI neighbors supernode | dynamic (Voronoi) | focus | 2 to 3 hops | Voronoi-based state management |
HyperVerse | server notification | AOI neighbors server | dynamic | focus | 2 hops | state management |
VoroCast | peer notification overlay multicast | nearest neighbors | AOI | nimbus | 1 to many | Voronoi-based non-redundant forwarding |
Donnybrook | server introduction | all | none | aura | 1 to 2 hops | state management variable update frequency |
pSense | peer notification overlay multicast | AOI neighbors quadrant neighbors | AOI | focus | mostly 1 (depend on density) | bandwidth limited probabilistic update |
Voronoi AOI-cast | peer notification | AOI neighbors | AOI | nimbus | 1 to many | Voronoi-based direct and forwarding hybrid |
VoroGame | peer notification | AOI neighbors tree | AOI | nimbus | 1 hop | Voronoi-based dual overlay state management |
QuON | peer notification | quadrant neighbors AOI neighbors | AOI | focus | 1 hop | |
P2P Second Life | DHT query | tree | dynamic (split-merge) | focus | 1 to many | KAD-based persistent storage fault tolerance |
Area of Propagation | server introduction | server AOI neighbors | AOI | nimbus | 1 to 2 | concept of AOI/AOE hybrid update propagation |
PBT | DHT query + overlay multicast | tree | dynamic (split-merge) | focus | 1 to many | grid + binary space partitioning dynamic load balancing |
DAM | overlay multicast | nearest neighbor | AOI | nimbus | 1 to many | Delaunay-based real experiment |
Blue Banana | peer notification | AOI neighbors | AOI | focus | 1 hop | Solipsis-based movement prediction |
VN-Cloud | DHT query | server, mesh | AOI | focus | 1 to many | cloud resource virtual nodes |
Classification | Description |
Neighbor discovery |
the method a peer learns of relevant neighbors to interact with, including these types:
server introduction: the server knows all nodes, and tells a newly joined node all neighbors.
server notification: the server maintains all nodes, notifies a peer of its AOI neighbors.
supernode notification: selected peers with knowledge of entire region notify other regular peers.
peer notification: peers mutually notify each other of new AOI neighbors.
list exchange: peers exchange the neighbor list they maintain to discover new AOI neighbors.
DHT query: peers form a DHT overlay, and search for relevant neighbors or supernodes for new AOI neighbors.
overlay multicast: peers multicast their positions regularly to allow other nodes learn of their positions.
|
Connectivity |
which other nodes does a single node connects within the P2P environment, including these types:
server: each peer connects only to the server (a provisioned machine).
all: each peer maintains contacts with all other nodes in the world.
supernode: each peer connects to certain selected peers.
AOI neighbors: each peer connects to all other nodes within the AOI.
nearest neighbors: each peer connects to its nearest 1-hop neighbors (according to Voronoi/Delaunay mapping)
quadrant neighbors: each peer connects with one neighbor within each of the four quadrants.
tree: each peer connects to a parent node and several children nodes.
mesh: each peer connects to a few nearby nodes to ensure a connected mesh
|
Partitioning |
whether the entire virtual world is partitioned into various regions, including the following types:
none: there's no partitioning.
AOI: no explicit partitioning exists, but each node generally interacts only with their AOI neighbors.
static: world is partitioned beforehand, and the partitions cannot changed during run-time.
dynamic: the partitioning occurs dynamically according to loading or node density.
|
AOI type |
definition of area of interest (AOI) used, including the following types:
aura: sphere of interaction, if two aura intersect then interaction is mutual
focus: sphere of reception (subscriber-like), the AOI indicates an area where all events within should be received
nimbus: sphere of influence (publisher-like), the AOI indicates an area the node or event may affect
|
Latency | number of end-to-end hops to send an update message to a visible neighbor |
Other supports | any other functionalties supported by the scheme beyond basic P2P topology maintenance and neighbor discovery |
Approach | Publications |
Enhanced Point-to-point
(fully-distributed)
|
Update-Free Regions (UFR)
Y. Makbily, C. Gotsman and R. Bar-Yehuda, "Geometric algorithms for message filtering in decentralized virtual environments," in Proc. of the 1999 Symp. on Interactive 3D graphics (SI3D), 1999, pp. 39 - 46.
A. Goldin and C. Gotsman, "Geometric Message-Filtering Protocols for Distributed Multiagent Environments," Presence, vol. 13, no. 3, pp. 279 - 295, Jun. 2004.
Frontier Sets
A. Steed and C. Angus, "Frontier Sets: A Partitioning Scheme to Enable Scalable Virtual Environments," M. Alexa and E. Galin, EUROGRAPHICS 2004, Short Presentations and Interactive Demos Grenoble, France, 2004
A. Steed and C. Angus, "Supporting Scalable Peer to Peer Virtual Environments using Frontier Sets," IEEE Virtual Reality 2005 (VR2005), Bonn, Germany, March 2005.
Anthony Steed and Bingshu Zhu, "An Implementation of a First-Person Game on a Hybrid Network," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 24-28.
Donnybrook
Ashwin Bharambe, John R. Douceur, Jacob R. Lorch, Thomas Moscibroda, Jeffrey Pang, Srinivasan Seshan, Xinyu Zhuang, "Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games," in Proc. SIGCOMM, Aug. 2008.
|
Mutual Notification
(fully-distributed)
|
Solipsis
J. Keller and G. Simon, "Towards a peer-to-peer shared virtual reality," in Proc. 22nd Int. Conf. Distributed Computing Systems (Workshops), Vienna, Austria, Jul. 2002. pp. 695-700.
J. Keller and G. Simon, "Solipsis: A massively multi-participant virtual world," in Proc. Int. Conf. Parallel and Distributed Techniques and Applications (PDPTA 03), Las Vegas, NV, 2003, pp. 262-268.
Voronoi-based Overlay Network (VON)
S. Y. Hu and G. M. Liao, "Scalable Peer-to-Peer Networked Virtual Environment," in Proc. ACM SIGCOMM 2004 workshops on NetGames, Aug. 2004, pp. 129-133.
S. Y. Hu, J. F. Chen and T. H. Chen, "VON: A Scalable Peer-to-Peer Network for Virtual Environments," IEEE Network, vol. 20, no. 4, Jul./Aug. 2006, pp. 22-31
Helge Backhaus and Stephan Krause, "Voronoi-based Adaptive Scalable Transfer revisited: Gain and Loss of a Voronoi-based Peer-to-Peer Approach for MMOG," in Proc. NetGames, Sept. 2007, pp. 49-54.
Stephan Krause, "A case for mutual notification: a survey of P2P protocols for massively multiplayer online games," in Proc. 7th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames 2008), Oct. 2008.
Nomad
Laura Ricci and Andrea Salvadori, "Nomad: Virtual Environments on P2P Voronoi Overlays," LNCS, vol. 4806 (First International Workshop on Peer to Peer Networks, PPN 2007), Nov. 2007, pp. 911-920
Voronoi Data Management
Eliya Buyukkaya and Maha Abdallah, "Data Management in Voronoi-based P2P Gaming", in Proc. IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (CCNC 2008), Jan. 2008.
pSense
Arne Schmieg, Michael Stieler, Sebastian Jeckel, Patric Kabus, Bettina Kemme, and Alejandro Buchmann, "pSense - Maintaining a dynamic localized peer-to-peer structure for position based multicast in games", in Proc. IEEE International Conference on Peer-to-Peer Computing (P2P'08), Sept. 2008.
VoroGame
Eliya Buyukkaya, Maha Abdallah, and Romain Cavagna, "VoroGame: A Hybrid P2P Architecture for Massively Multiplayer Games", in Proc. IEEE Consumer Communications and Networking Conference Special Session on Digital Entertainment, Networked Virtual Environment and Creative Technology (CCNC SS DENVECT), Jan. 2009.
QuON
Helge Backhaus and Stephan Krause, "QuON - a Quad-Tree Based Overlay Protocol for Distributed Virtual Worlds", in Proc. 2nd International Workshop on Massively Multiuser Virtual Environments (MMVE'09), Mar. 2009.
Blue Banana (based on Solipsis)
Sergey Legtchenko, Sebastien Monnet, and Gael Thomas, "Blue Banana: resilience to avatar mobility in distributed MMOGs," in Proc. The 40th Annual IEEE/IFIP International Conference on Dependable Systems and Networks (DSN 2010), July 2010.
|
Neighbor-list Exchange
(fully-distributed)
|
P2P Message Exchange
Y. Kawahara, H. Morikawa, and T. Aoyama, "A Peer-to-Peer Message Exchange Scheme for Large Scale Networked Virtual Environments," in Proc. of 8th IEEE Int. Conf. on Communications Systems (ICCS 2002), November 2002.
Y. Kawahara, T. Aoyama, and H. Morikawa, "A peer-to-peer message exchange scheme for large-scale networked virtual environments," Telecommunication Systems, vol. 25, no. 3-4, pp. 353-370, 2004.
(with DHT)
N. Matsumoto, Y. Kawahara, H. Morikawa, and T. Aoyama, "A scalable and low delay communication scheme for networked virtual environments," in Proc. IEEE GlobeCom Workshops of Networking Issues in Multimedia Entertainment (NIME 2004), Dec. 2004, pp. 529-535.
Message Interchange Protocol
J.F. Chen, W.C. Lin, H.S. Bai, and S.Y. Dai, "A Message Interchange Protocol Based on Routing Information Protocol in a Virtual World," in Proc. of 19th Int. Conf. on Advanced Information Networking and Applications (AINA 2005), pp 377-384
|
Zone-based coordinators
(super-nodes)
|
SimMud
B. Knutsson, H. Lu, W. Xu, and B. Hopkins, "Peer-to-peer support for massively multiplayer games," in Proc. IEEE INFOCOM, Mar. 2004, pp. 96-107.
Zoned Federation
T. Iimura, H. Hazeyama, and Y. Kadobayashi, "Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games," in Proc. of ACM SIGCOMM 2004 workshops on NetGames '04, Aug. 2004, pp. 116-120.
OPeN
E. Tanin, A. Harwood, H. Samet, S. Nutanong, and M. Truong, "A serverless 3D world," in Proc. of the Symp. on Advances in Geographic Information Systems (ACM GIS), Nov. 2004, pp. 157-165.
E. Tanin, D. Nayar, and H. Samet, "An Efficient Nearest Neighbor Algorithm for P2P Settings," in Proc. of the National Conf. on Digital Government Research, 2005, pp. 21-28.
S. Douglas, E. Tanin, A. Harwood, and S. Karunasekera, "Enabling Massively Multi-Player Online Gaming Applications on a P2P Architecture," in Proc. IEEE Intl. Conf. Information and Automation, Dec. 2005, pp. 7-12.
E. Tanin, A. Harwood, H. Samet, D. Nayar, and S. Nutanong, "Building and querying a P2P virtual world," Geoinformatica, 10(1):91-116, 2006.
E. Tanin, A. Harwood, and H. Samet, "Using a Distributed Quadtree Index in Peer-to-Peer Networks," VLDB Journal, 16(2), pp. 165-178, 2007.
N-Trees
C. GauthierDickey, V. Lo, and D. Zappala, "Using n-trees for scalable event ordering in peer-to-peer games," in Proc. int'l. workshop on Network and operating systems support for digital audio and video (NOSSDAV '05), Jun. 2005, pp. 87-92.
Distributed Event Delivery Method
S. Yamamoto, Y. Murata, K. Yasumoto and M. Ito, "A distributed event delivery method with load balancing for MMORPG," in Proc. 4th ACM SIGCOMM workshop on Network and system support for games (NetGames), Oct. 2005, pp. 1-8.
COVER (with mutual notification)
P. Morillo, W. Moncho, J.M. Orduna and J. Duato, "Providing Full Awareness to Distributed Virtual Environments Based on Peer-To-Peer Architectures," Springer LNCS, vol. 4035 (CGI'06), Jun. 2006, pp. 336-347.
S. Rueda, P. Morillo and J. M. Orduna, "A comparative study of awareness methods for peer-to-peer distributed virtual environments," Comp. Anim. Virtual Worlds, vol. 19, pp. 537�V552, 2008.
RAP
Ken Endo, Yang Yang, and Zhunping Zhang, "RAP: Reliable Peer to Peer Network Gaming Environment using Overlapped Map Tessellation," Technical Report (MIT Course Project 6.824), 2006.
Peer Clustering
Alvin Chen and Richard R. Muntz, "Peer Clustering: A Hybrid Approach to Distributed Virtual Environments," in Proc. Netgames, Oct. 2006.
DSID
H.-H. Lee and C.-H. Sun, "Load-balancing for Peer-to-peer Networked Virtual Environment," in Proc. Netgames, Oct. 2006.
PastryMMOG
Thorsten Hampel, Thomas Bopp, and Robert Hinn, "A Peer-to-Peer Architecture for Massive Multiplayer Online Games," in Proc. Netgames, Oct. 2006.
Peers@Play
Gregor Schiele, Richard Suselbeck, Arno Wacker, Joerg Haehner, Christian Becker, and Torben Weis, "Requirements of Peer-to-Peer-based Massively Multiplayer Online Gaming," in Proc. CCGRID 2007, May 2007.
Gregor Schiele, Richard Suselbeck, Arno Wacker, Tonio Triebel, and Christian Becker, "Consistency Management for Peer-to-Peer-based Massively Multiuser Virtual Environments," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 14--18.
VSM
Shun-Yun Hu, Shao-Chen Chang, and Jehn-Ruey Jiang, "Voronoi State Management for Peer-to-Peer Massively Multiplayer Online Games," in Proc. 4th IEEE Intl. Workshop on Networking Issues in Multimedia Entertainment (NIME 2008), Jan. 2008.
Solipsis 2
D. Frey, J. Royan, R. Piegay, A.-M. Kermarrec, E. Anceaume, and F. Le Fessant, "Solipsis: A Decentralized Architecture for Virtual Environments," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 29--33.
P2P Second Life
Matteo Varvello, Christophe Diot, and Ernst Biersack, "P2P Second Life: experimental validation using Kad," in Proc. INFOCOM, Apr. 2009.
|
Overlay Multicast
(fully-distributed)
|
Delaunay-VCS
Masaaki Ohnishi, Ryo Nishide, and Shinichi Ueshima, "Incremental Construction of Delaunay Overlaid Network for Virtual Collaborative Space," in Proc. C5, Jan. 2005, pp. 75- 82
Hiroaki Kato, Takayuki Eguchi, Masaaki Ohnishi, and Shinichi Ueshima, "Autonomous Generation of Spherical P2P Delaunay Network for Global Internet Applications," in Proc. C5, Jan. 2006, pp. 184 - 191
Masaaki Ohnishi, Shinji Tsuboi, Masao Hirayama, Takayuki Eguchi, and Shinichi Ueshima, "Distributive generation algorithm of long range contact for remote spatial-data access on p2p delaunay netowork," in Proc. C5, Jan. 2007, pp. 145--152.
Shinji Tsuboi, Tomoteru Oku, Masaaki Ohnishi, and Shinichi Ueshima, "Generating Skip Delaunay Network for P2P Geocasting," in Proc. Creating, Connecting and Collaborating through Computing (C5 '08), Jan. 2008.
Ryo Nishide, Dai Ito, Masaaki Ohnishi, and Shinichi Ueshima, "Data Aggregation Method for View Range Computation on P2P-based VCS," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 19--23.
APOLO
J. Lee, H. Lee, S. Ihm, T. Gim, and J. Song, "APOLO: Ad-hoc Peer-to-Peer Overlay Network for Massively Multi-player Online Games," KAIST Technical Report, CS-TR-2005-248, Dec. 2005.
DN Clustering
Matteo Varvello, Ernst Biersack, and Christophe Diot, "Dynamic Clustering in Delaunay-Based P2P Networked Virtual Environments," in Proc. NetGames, Sept. 2007, pp. 105-110.
VON Forwarding
Jui-Fa Chen, Wei-Chuan Lin, Tsu-Han Chen, and Shun-Yun Hu, "A Forwarding Model for Voronoi-based Overlay Network," in Proc. 13th International Conference on Parallel and Distributed Systems (ICPADS 2007) workshop P2P-NVE 2007, Dec. 2007.
QuadCast
Jehn-Ruey Jiang and Hung-Shiang Chen, "Peer-to-Peer AOI Voice Chatting for Massively Multiplayer Online Games," in Proc. 13th International Conference on Parallel and Distributed Systems (ICPADS 2007) workshop P2P-NVE 2007, Dec. 2007.
VoroCast
Jehn-Ruey Jiang, Yu-Li Huang, and Shun-Yun Hu, "Scalable AOI-Cast for Peer-to-Peer Networked Virtual Environments," in Proc. 28th International Conference on Distributed Computing Systems Workshops (ICDCSW) Cooperative Distributed Systems (CDS), Jun. 2008.
Voronoi AOI-cast
Luca Genovali and Laura Ricci, "AOI-Cast Strategies for P2P Massively Multiplayer Online Games," in Proc. 6th Annual IEEE Concumer Communications and Networking Conference (CCNC), Networked Interactive Multimedia Entertainement (NIME) Workshop, Jan. 2009.
Distributed Avatar Management
Matteo Varvello, Stefano Ferrari, Ernst Biersack, Christophe Diot, "Distributed Avatar Management for Second Life," in Proc. 8th Annual Workshop on Network and Systems Support for Games (NetGames 2009), Nov. 2009.
|
Client-server Hybrid
|
Federated Peer-to-peer
D. Bauer and S. Rooney, "The Performance of Software Multicast-Reflector Implementations for Multi-Player Online Games," in Proc. of the Fifth Int. Workshop on Networked Group Communications (NGC'03), Munich, Germany, 2003
S. Rooney, D. Bauer, and R. Deydier, "A federated peer-to-peer network game architecture," IEEE Commun. Mag., vol. 42, no. 5, pp. 114 - 122, 2004.
Time Prisoner (JXTA and Java)
M. Merabti and A. El Rhalibi, "Peer-to-peer architecture and protocol for a massively multiplayer online game," in Proc. IEEE GlobeCom Workshops of Networking Issues in Multimedia Entertainment (NIME 2004), Dec. 2004, pp. 519-528.
A. El Rhalibi and M. Merabti, "Agents-based modeling for a peer-to-peer MMOG architecture," Computers in Entertainment (CIE), vol. 3, no. 2, Apr. 2005, pp. 1 - 19.
A. El Rhalibi and M. Merabti, "Interest management and scalability issues in P2P MMOG," in Proc. IEEE CCNC 2006 International Workshop on Networking Issues in Multimedia Entertainment (NIME 2006), Jan. 2006, vol. 2, pp. 1188 - 1192
HYMS
Kyungchul Kim, Ikjun Yeom and Joonwon Lee, "HYMS: A Hybrid MMOG Server Architecture," IEICE Transactions on information and Systems, vol.E87-D, no.12, pp.2706-2713, Dec. 2004.
Colyseus
A. Bharambe, J. Pang and S. Seshan, "Colyseus: A Distributed Architecture for Multiplayer Games," in Proc. ACM/USENIX NSDI, May 2006.
RelayNode
Shin Ito, Hajime Sogawa, Hiroki Saito, and Yoshito Tobe, "A Propagation of Virtual Space Information Using a Peer-to-Peer Architecture for Massively Multi-Player Online Games," in Proc. IEEE MNSA, July 2006.
Hydra
Luther Chan, James Yong, Jiaqiang Bai, Ben Leong, and Raymond Tan, "Hydra - A Massively-Multiplayer Peer-to-Peer Architecture for the Game Developer,", in Proc. Netgames 2007, Sept. 2007, pp. 37-42.
DS2M
Dewan Tanvir Ahmed, Shervin Shirmohammadi, and Jauvane C. de Oliveira, "State Management in Large Scale Group Communication,", in Proc. IEEE Int. Conference on Signal Processing and Communication, Nov. 2007.
HyperVerse
Jean Botev, Alexander Hohfeld, Hermann Schloss, Ingo Scholtes, and Markus Esch, "The HyperVerse - Concepts for a Federated and Torrent-Based '3D Web'," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 34--39.
Markus Esch, Jean Botev, Hermann Schloss, Ingo Scholtes, "GP3 - A Distributed Grid-based Spatial Index Infrastructure for Massive Multiuser Virtual Environments," in Proc. 14th International Conference on Parallel and Distributed Systems (ICPADS 2008) workshop (P2PNVE 2008), Melbourne, Victoria, Australia, December 2008.
Area of Propagation
Richard Sueselbeck, Gregor Schiele, Sebastian Seitz, and Christian Becker, "Adaptive Update Propagation for Low-Latency Massively Multi-User Virtual Environments," in Proceedings of the 18th International Conference on Computer Communications and Networks (ICCCN 2009), San Francisco, USA, August 2009.
|
P2P Hybrid
(super-nodes)
|
MOPAR
A. Yu and S. T. Vuong, "MOPAR: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games," in Proc. of Int. Workshop. on Network and Operating System Support for Digital Audio and Video (NOSSDAV 2005), Washington, USA, 2005, pp. 99-104.
Mediator
Lu Fan, Hamish Taylor, and Phil Trinder, "Mediator: A Design Framework for P2P MMOGs," in Proc. 6th Annual Workshop on Network and Systems Support for Games (Netgames 2007), Melbourne, Australia, Sept. 2007, pp. 43-48.
Lu Fan, Hamish Taylor, and Phil Trinder, "Deadline-Driven Auctions for NPC Host Allocation in P2P MMOGs," in Proc. 2nd International Workshop on Massively Multiuser Virtual Environments (MMVE'09), Mar. 2009.
Prediction Binary Tree
Gennaro Cordasco, Rosario De Chiara, Ugo Erra, and Vittorio Scarano, "Some Considerations on the Design of a P2P Infrastructure for Massive Simulations," in Proc. IEEE International Conference on Ultra Modern Telecommunication (ICUMT 2009) P2P-DVE special session, St.-Petersburg, Russia, Oct. 2009.
|
Cloud Hybrid
|
VN-Cloud
Emanuele Carlini, Massimo Coppola, and Laura Ricci, "Integration of P2P and Clouds to Support Massively Multiuser Virtual Environments," in Proc. The 9th Annual Workshop on Network and Systems Support for Games (NetGames 2010, MMVE session), Nov. 2010.
|
Mobile P2P
|
Real Tournament
D. J. McCaffery and J. Finney, "The need for real time consistency management in P2P mobile gaming environments," in Proc. 2004 ACM SIGCHI Int'l. Conf. on Advances in computer entertainment technology (ACE 2004), Jun. 2004, pp. 203-211
|
Server-cluster P2P
|
P2P-Infrastructure
S. Rieche, M. Fouquet, H. Niedermayer, L. Petrak, K. Wehrle, and G. Carle, "Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games," Technical Report, WSI-2006-04, Wilhelm-Schickard-Institute for Computer Science, University of Tubingen, Aug. 2006.
S. Rieche, K. Wehrle, M. Fouquet, H. Niedermayer, L. Petrak, and G. Carle, "Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games," in Proc. 4th Annual IEEE Consumer Communications and Networking Conference (CCNC 2007), Jan. 2007.
Simon Rieche, Klaus Wehrle, Marc Fouquet, Heiko Niedermayer, Timo Teifel, and Georg Carle, "Clustering Players for Load Balancing in Virtual Worlds," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 9--13
|
Simulators
|
Pigeon
Zhizhi Zhou, Hao Wang, Jin Zhou, Li Tang, Kai Li, Weibo Zheng, and Meiqi Fang, "Pigeon: a framework for testing peer-to-peer massively multiplayer online games over heterogeneous network," in Proc. 3rd IEEE Consumer Communications and Networking Conference (CCNC 2006), Jan. 2006, pp. 1028- 1032
NGS
S. Webb, W. Lau, and S Soh, "NGS: An application layer network game simulator," in Proc. Joint International Conference on CyberGames and Interactive Entertainment (CGIE2006), Dec. 2006.
OverSim
Ingmar Baumgart, Bernhard Heep, and Stephan Krause, "OverSim: A Flexible Overlay Network Simulation Framework," in Proc. IEEE Global Internet Symposium (GI '07), May 2007
P2P DVE Platform
Silvia Rueda, Pedro Morillo, and Juan Manuel Orduna, "A Peer-To-Peer Platform for Simulating Distributed Virtual Environments," in Proc. 13th International Conference on Parallel and Distributed Systems (ICPADS 2007) workshop P2P-NVE 2007, Dec. 2007.
Adam
Jan Sablatnig, Jiehua Chen, Ruedi Seiler, Sven Grottke, Andreas Kopke, and Adam Wolisz, "Adam -- A Testbed for Distributed Virtual Environments," in Proc. The 28th International Conference on Distributed Computing Systems Workshops (ICDCSW 2008) , June 2008.
HyperVerse
Jean Botev, Markus Esch, Hermann Schloss, Ingo Scholtes, and Peter Sturm, "HyperVerse - Simulation and Testbed Reconciled," in Proc. 2nd International Workshop on Massively Multiuser Virtual Environments (MMVE'09), Mar. 2009.
|
Other Topics
|
Reputation
Guan-Yu Huang, Shun-Yun Hu, and Jehn-Ruey Jiang, "Scalable Reputation Management for P2P MMOGs," in in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 3--8.
Security
Arno Wacker, Gregor Schiele, Sebastian Schuster, and Torben Weis, "Towards an Authentication Service for Peer-to-Peer based Massively Multiuser Virtual Environments," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 40-45.
Comparisons
Silvia Rueda, Pedro Morillo, and Juan Manuel Orduna, "A Peer-To-Peer Platform for Simulating Distributed Virtual Environments," in Proc. 13th International Conference on Parallel and Distributed Systems (ICPADS 2007) workshop P2P-NVE 2007, Dec. 2007.
Stephan Krause, "A case for mutual notification: a survey of P2P protocols for massively multiplayer online games," in Proc. 7th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames 2008), Oct. 2008.
John L. Miller and Jon Crowcroft, "The Near-Term Feasibility of P2P MMOG's," in Proc. The 9th Annual Workshop on Network and Systems Support for Games (NetGames 2010), Nov. 2010.
|
Further Readings
P2P-based Virtual Environment Projects
Commercial P2P-based Virtual Worlds
Virtual Environment Platforms
Commercial Virtual Worlds
MMOG Middleware/Platform
Voronoi Diagram / Delaunay Triangulation Overlays
P2P Virtual Worlds Discussions / Articles
any questions/comments/inquiries? please contact us
Copyright © 2005-2025, VAST Development Team
Last modified: March 31 2011.
|
|