Distributed avatar management for Second Life

Matteo Varvello, S. Ferrari, E. Biersack, C. Diot
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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.
分布式头像管理的第二人生
第二人生(SL)是目前最流行的社交虚拟世界,即对现实世界的数字化,化身可以在其中见面,社交和交易。SL通过客户机/服务器(C/S)体系结构进行管理,具有非常高的成本和有限的可伸缩性。一种可扩展且廉价的C/S替代方案是使用点对点(P2P)方法,在这种方法中,SL用户仅依赖自己的资源(存储、CPU和带宽)来运行虚拟世界。我们开发了一个SL客户端,允许其用户利用结构为Delaunay覆盖的P2P网络。我们比较了《第二人生》的P2P和C/S架构的性能,在Planetlab上执行了几个客户端实例,并用我们控制的化身填充了SL区域。在SL中收集的化身移动轨迹用于驱动化身行为。结果表明,与C/S相比,P2P提高了约20%的用户体验(以一致性衡量)。P2P中的角色交互性也比C/S快5倍。
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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