A Distributed Topology Control Algorithm for P2P Based Simulations

B. Hariri, S. Shirmohammadi, Mohammadreza Pakravan
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引用次数: 3

Abstract

Although collaborative distributed simulations and virtual environments (VE) have been an active area of research in the past few years, they have recently gained even more attention due to the emergence of online gaming, emergency simulation and planning systems, and disaster management applications. Such environments combine graphics, haptics, animations and networking to create interactive multimodal worlds that allows participants to collaborate in realtime. Massively Multiplayer Online Gaming (MMOG), perhaps the most widely deployed practical application of distributed virtual environments, allows players to act together concurrently in a virtual world over the Internet. IP Multicasting would be an optimal solution for the dissemination of updates among participants, but IP multicasting is not available to home users on the Internet, due to a number of technological, practical, and business reasons. In light of the lack availability of IP Multicasting on the global Internet, researchers have recently tended to shift multicasting from the networking layer to the application layer, known as Application Layer Multicasting, effectively constructing an overlay network among participants of the distributed simulation where end hosts themselves participate in the dissemination of update messages. In this paper, we propose a topology control architecture to support P2P based collaborative distributed simulations over the Internet by using AIM. We present our networking model and its rationale, theoretical proof, and simulation measurements in comparison with other methods as proof of concept.
基于P2P仿真的分布式拓扑控制算法
尽管协作分布式模拟和虚拟环境(VE)在过去几年中一直是一个活跃的研究领域,但由于在线游戏、应急模拟和规划系统以及灾害管理应用的出现,它们最近获得了更多的关注。这种环境结合了图形、触觉、动画和网络,创造了交互式的多模式世界,允许参与者实时协作。大规模多人在线游戏(MMOG)可能是分布式虚拟环境中最广泛部署的实际应用,它允许玩家在互联网上的虚拟世界中同时行动。IP多播是在参与者之间传播更新的最佳解决方案,但是由于许多技术、实际和业务原因,Internet上的家庭用户无法使用IP多播。鉴于IP多播在全球互联网上缺乏可用性,研究人员最近倾向于将多播从网络层转移到应用层,即应用层多播,有效地在分布式模拟参与者之间构建一个覆盖网络,其中终端主机自己参与更新消息的传播。在本文中,我们提出了一个拓扑控制体系结构,以支持基于P2P的协同分布式仿真。我们提出了我们的网络模型及其基本原理,理论证明,并与其他方法进行了仿真测量,作为概念证明。
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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