Concentus: Applying Stream Processing to Online Collective Interaction

Adam Roughton, I. Warren, B. Plimmer
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Abstract

The collective experience is the experience of unity, belonging, and purpose that occurs when large numbers of people come together and perceive themselves and others as part of a single social entity, and interact with each another accordingly. We are exploring how the collective experience can be supported in a fully computer-mediated environment through activities where a virtual crowd performs synchronous collective action over a shared focal state (e.g. collectively controlling a character in a game, pulsing text-based messages in time to form collective chants). Supporting collective interaction requires a system architecture that is able to process large numbers of input actions into an aggregated collective representation at low latency. We have created a scalable distributed system called Concentus that applies approaches found in distributed stream processing to online collective interaction. Concentus allows for different implementations of aggregation engine, the primary component of the system, to be measured in-situ with other core components (e.g. client connection handlers). We have evaluated the performance of two aggregation approaches: one based on Spark Streaming, a general purpose distributed stream processing engine, and another that performs aggregation on a single thread on one machine, and have measured their performance against the key metric of interaction latency (time from input submission to perceiving the effect on the shared state) as the crowd size scales. The evaluation revealed that both approaches are capable of supporting 50,000 participants with latencies under 1 second, with the single threaded approach performing better on smaller data sizes, and Spark Streaming on larger data sets. We discuss the implications on collective application design.
焦点:将流处理应用于在线集体交互
集体体验是指当大量的人聚集在一起,将自己和他人视为单一社会实体的一部分,并相应地彼此互动时,就会产生团结、归属和目的的体验。我们正在探索如何在完全以计算机为媒介的环境中,通过虚拟人群在共享焦点状态下执行同步集体行动的活动来支持集体体验(例如,集体控制游戏中的角色,及时发送基于文本的信息以形成集体颂歌)。支持集体交互需要一个能够以低延迟将大量输入操作处理为聚合集体表示的系统架构。我们创建了一个可扩展的分布式系统,称为concentrus,它将分布式流处理中的方法应用于在线集体交互。concentrus允许聚合引擎(系统的主要组件)的不同实现与其他核心组件(例如客户端连接处理程序)一起进行原位测量。我们已经评估了两种聚合方法的性能:一种是基于Spark Streaming,一种通用的分布式流处理引擎,另一种是在一台机器上的单个线程上执行聚合,并根据交互延迟的关键指标(从提交输入到感知对共享状态的影响的时间)来衡量它们的性能。评估显示,这两种方法都能够支持50,000个参与者,延迟低于1秒,单线程方法在较小的数据集上表现更好,而Spark Streaming在较大的数据集上表现更好。我们将讨论对集体应用程序设计的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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