{"title":"Distributed avatar management for Second Life","authors":"Matteo Varvello, S. Ferrari, E. Biersack, C. Diot","doi":"10.1109/NETGAMES.2009.5446230","DOIUrl":null,"url":null,"abstract":"Second Life (SL) is currently the most popular social virtual world, i.e., a digitalization of the real world where avatars can meet, socialize and trade. SL is managed through a Client/Server (C/S) architecture with a very high cost and limited scalability. A scalable and cheap alternative to C/S is to use a Peer-to-Peer (P2P) approach, where SL users rely only on their own resources (storage, CPU and bandwidth) to run the virtual world. We develop a SL client that allows its users to take advantage of a P2P network structured as a Delaunay overlay. We compare the performance of a P2P and C/S architecture for Second Life, executing several instances of our client over Planetlab and populating a SL region with our controlled avatars. Avatar mobility traces collected in SL are used to drive avatar behaviors. The results show that P2P improves user experience by about 20% compared to C/S (measured in term of consistency). Avatar interactivity is also 5 times faster in P2P than in C/S.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"15","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NETGAMES.2009.5446230","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 15
Abstract
Second Life (SL) is currently the most popular social virtual world, i.e., a digitalization of the real world where avatars can meet, socialize and trade. SL is managed through a Client/Server (C/S) architecture with a very high cost and limited scalability. A scalable and cheap alternative to C/S is to use a Peer-to-Peer (P2P) approach, where SL users rely only on their own resources (storage, CPU and bandwidth) to run the virtual world. We develop a SL client that allows its users to take advantage of a P2P network structured as a Delaunay overlay. We compare the performance of a P2P and C/S architecture for Second Life, executing several instances of our client over Planetlab and populating a SL region with our controlled avatars. Avatar mobility traces collected in SL are used to drive avatar behaviors. The results show that P2P improves user experience by about 20% compared to C/S (measured in term of consistency). Avatar interactivity is also 5 times faster in P2P than in C/S.