Scalable Peer-to-Peer Virtual Environments Shun-Yun Hu CSIE, National Central University, Taiwan 2008/06/03 1 2 4 Massively Multiplayer Online Games MMOGs are growing quickly Multi-billion dollar industry 10 million subscribers for World of Warcraft 600,000 concurrent users, but 3,000 per world Can we scale to millions in the same world? Imagine you start with a globe Zoom in… To Trier… and to Universitat Trier Right now it’s flat… But in the near future… Virtual Environments (VEs): A shared space Model for virtual worlds Many nodes on a 2D plane Message exchange with those within Area of Interest (AOI) How does each node receive the relevant messages? Area of Interest 14 A simple solution (point-to-point) Source: [Funkhouser95] But…too many irrelevant messages N * (N-1) connections ≈ O(N2) Not scalable! 15 A better solution (client-server) Source: [Funkhouser95] Message filtering at server to reduce traffic N connections = O(N) server is bottleneck 16 Current solution (server-cluster) Source: [Funkhouser95] Still limited by servers. Expensive to deploy & maintain. 17 The Problem Client-server: resources limited by provisioning Resource limit [Funkhouser95] The Solution Peer-to-Peer: resources grow with demand Resource limit [Keller & Simon 2003] Outline Overlay management (VON) State management (VSM) Client-assisted service (FLoD) Voronoi-based Overlay Network (VON) Design Goals Observation: for VEs, the contents are messages from AOI neighbors Content discovery is a neighbor discovery problem Specific goals: Scalable Limit per-node message traffic Responsive Direct connection with AOI neighbors If you talk with your AOI Neighbors directly… games can be built But how to discover new neighbors? 23 Voronoi Diagram 2D Plane partitioned into regions by sites, each region contains all the points closest to its site Can be used to find k-nearest neighbor easily Neighbors Region Site 24 Design Concepts Use Voronoi to solve the neighbor discovery problem Identify enclosing and boundary neighbors Enclosing neighbors are minimally maintained Boundary neighbors mutually help to discover neighbors Circle Area of Interest (AOI) White self Yellow enclosing neighbor (E.N.) L. Blue boundary neighbor (B.N.) Pink E.N. & B.N. Green normal AOI neighbor L. Green unknown neighbor 25 Procedure (MOVE) 1) Positions sent to all neighbors, mark messages to B.N. B.N. checks for overlaps between mover’s AOI and its E.N. 2) Connect to new nodes upon notification by B.N. Disconnect any non-overlapped neighbors Non-overlapped neighbors Boundary neighbors New neighbors 26 Dynamic AOI Crowding within AOI can overload a particular node It’s better if AOI-radius can be adjusted in real time Demonstration Simulation demo Random movements (100 nodes, 1200x700 world) Local vs. global view Dynamic AOI adjustment 28 Simulations C++ implementation of VON (open source VAST library) World size: Trials from Connection limit: 3000 time-steps 1200 x 1200 200 – 2000 nodes 20 (AOI: 100) (~ 300 simulated seconds, assuming 10 updates/seconds) Behavior model Random movement: Constant velocity: Movement duration: random waypoint 5 units/step random (until destination is reached) Scalability: Avg. Transmission / sec 30 basic dAOI basic (fixed density after 1000 nodes) dAOI (fixed density after 1000 nodes) Size (kb / 25 20 15 10 5 0 0 400 800 1200 Number of Nodes 1600 2000 Scalability: Max. Transmission / sec 70 basic dAOI basic (fixed density after 1000 nodes) dAOI (fixed density after 1000 nodes) Size (kb / 60 50 40 30 20 10 0 0 400 800 1200 Number of Nodes 1600 2000 Voronoi State Management (VSM) State Management for VEs Besides positions, object states are important too Three main issues: Consistency control Load balancing Fault tolerance 33 A basic approach Let game states be managed by all clients Each client has two roles: peers & arbitrators i.e., Voronoi partitioning (we can use VON) Problems with basic approach O(n2) connections at hotspots Some cells have large sizes Constant ownership transfer VSM: solution ideas Connection overload Large cell-size Constant transfers → Aggregators clustering → Virtual peers incremental transfer → Explicit ownership transfer 36 VSM: Consistency control Managing arbitrator receives and processes events Events are forwarded if necessary Updates sent to affected arbitrators, then peers 37 VSM: Consistency control Managing arbitrator receives and processes events Events are forwarded if necessary Updates sent to affected arbitrators, then peers 38 VSM: Consistency control Managing arbitrator receives and processes events Events are forwarded if necessary Updates sent to affected arbitrators, then peers 39 VSM: Consistency control Managing arbitrator receives and processes events Events are forwarded if necessary Updates sent to affected arbitrators, (then peers) 40 VSM: Load balancing Traditional: VSM: Overload: Underload: high-capacity nodes first, then adjust low-capacity nodes first, then cluster ask for aggregator, submit control disintegrate, release control 41 VSM: Fault tolerance Regular arbitrator: Pick backup arbitrator, backup states Backup transfers ownership to enclosing arbitrators Aggregators: Pick backup aggregators Take over original if failed Choose new backup 42 Peer-to-Peer 3D Streaming Background MMOGs today need DVD installations Too slow and unpractical for: Larger and more dynamic worlds (TBs data) More numerous worlds (Web 3D) Content streaming is needed 80% - 90% content is 3D (e.g., 3D streaming) 44 3D streaming Continuous and real-time delivery of 3D content to allow user interactions without a full download. base & refinement pieces Refinements Base 1 2 3 (Hoppe 96) User Scene streaming Multiple objects Object determination & prioritization [Teler & Lischinski 2001] 3D streaming vs. media streaming Video / audio media streaming is very matured User access patterns are different for 3D content Highly interactive Behaviour-dependent Latency-sensitive Non-sequential How to scale to millions of concurrent users? 47 Observation Limited & predictable area of interest (AOI) Overlapped visibility = shared content 48 overlapped visibility = shared content 49 Challenges for P2P 3D streaming Appropriate peer grouping Dynamic group management Matching interests / needs Matching capabilities Interest groups are dynamic Real-time constraints (non-sequential) (latency-sensitive) Minimal server involvement Visibility determination Request prioritization (object selection) (piece selection) FLoD [Infocom 2008] VE partitioned into cells with scene descriptions Assumes P2P overlay that provides AOI neighbors star: circle: self AOI triangles: neighbors rectangles: objects Neighbor discovery via VON Voronoi diagrams identify boundary neighbors for neighbor discovery Non-overlapped neighbors Boundary neighbors New neighbors [Hu et al. 06] 52 Prototype experiment Progressive models in a scene (by NTU) Peer-to-peer AOI neighbor requests (by NCU) Found matching client upload / download 53 Simulation setup Environment Objects 1000x1000 world, 100ms / step, 3000 steps client: 1 Mbps / 256 Kbps, server: 10 Mbps (both) Random object placement (500 objects) Object size based on prototype User behavior Random & clustering movement (1.5 * ln(n) hotspots) 54 Server bandwidth usage 55 Client bandwidth usage 56 Impacts of P2P VEs… No server as bottleneck Commodity hardware 2D web 3D web Earth-scale virtual worlds (millions/billions of people) scalable affordable Unresolved issues Issues for creating VEs Consistency Interactivity Security multiplayer Scalability Persistency Reliability massively multiplayer Interoperability Content 3D web Meshing physical & virtual topologies Client 2 Client 1 A generic pub/sub scenario pub sub Q&A VON: A Scalable Peer-to-Peer Network for Virtual Environments IEEE Network, vol. 20, no. 4, Jul./Aug. 2006 FLoD: A Framework for Peer-to-Peer 3D Streaming IEEE INFOCOM, Apr. 2008 Thank you! http://vast.sourceforge.net http://ascend.sourceforge.net 62 Unresolved issues Overlay management Topology-aware, capacity-matching superpeers Flexible publication / subscription Direct vs. forwarding deliveries State management Load balancing (high user density) Persistency Security Client-assisted services (e.g., P2P 3D streaming) Source nodes discovery Visualization vs. networking priority matching LOD considerations Other issues Common API Shared simulator / platform Interoperability Extension: VoroCast Pack reduction via forwarding Headers reduction Data compression & aggregation
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