VON: A Scalable Peer-to-Peer Network for Virtual Environments Shun-Yun Hu (胡舜元) ([email protected]) CSIE, National Central University, Taiwan 2007/02/15 1 Outline Introduction Voronoi-based Overlay Network (VON) Evaluation Application for physical simulation Conclusion 2 What is Networked Virtual Environment? Virtual Reality + Internet 3D worlds with people, agents, objects, terrain Military simulations (’80) Massively Multiplayer Online Games (mid-‘90) Trends: larger scale, more realistic simulation 3 4 NVE: A Shared Space 5 The Scalability Problem Many nodes on a 2D plane ( > 1,000) Message exchange with those within Area of Interest (AOI) How does each node receive the relevant messages? Area of Interest 6 A simple solution (point-to-point) Source: [Funkhouser95] But…too much irrelevant message N * (N-1) connections ≈ O(N2) Not scalable! 7 A better solution (client-server) Source: [Funkhouser95] Message filtering at server to reduce traffic N connections = O(N) server is bottleneck 8 Current solution (server-cluster) Source: [Funkhouser95] Still limited by servers. Expensive to deploy & maintain. 9 Scalability Analysis Scalability constrains Computing resource Network resource Non-scalable system (CPU) (Bandwidth) vs. Scalable system Resource limit x: number of entities y: resource consumption at the limiting system component 10 What Next? Strategies Increase resource Decrease consumption Architectures Point-to-point (LAN) Client-server Server-cluster ? Peer-to-Peer More servers Message filtering Scale tens hundreds thousands millions 10^1 10^2 10^3 10^6 … 11 What is Peer-to-Peer (P2P)? [Stoica et al. 2003] Distributed systems without any centralized control or hierarchical organization Runs software with equivalent functionality Examples File-sharing: Distributed Search: VoIP: Napster, Gnutella, Kazza, eDonkey Chord, CAN, Tapestry, Pastry Skype 12 Peer-to-Peer Overlay A P2P overlay network source: [Keller & Simon 2003] 13 Promise & Challenge of P2P Promises Growing resource, decentralized Scalable Commodity hardware Affordable Challenges Topology maintenance dynamic join/leave Efficient content retrieval no global knowledge 14 Outline Introduction Voronoi-based Overlay Network (VON) Evaluation Application for physical simulation Conclusion 15 Design Goals Observation: for virtual environment applications, the contents we want are messages from AOI neighbors Content discovery is a neighbor discovery problem Solve the Neighbor Discovery Problem in a fullydistributed, message-efficient manner. Specific goals: Scalable Responsive Limit per-node message traffic Direct connection with AOI neighbors 16 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 17 Design Concepts Use Voronoi to solve the neighbor discovery problem Identify enclosing and boundary neighbors Each node constructs a Voronoi of its neighbors Enclosing neighbors are minimally maintained Mutual collaboration in neighbor discovery Circle Area of Interest (AOI) White self Yellow enclosing neighbor (E.N.) L. Blue boundary neighbor (B.N.) Pink E.N. & B.N. Green AOI neighbor L. Green unknown neighbor 18 Procedure (JOIN) 1) Joining node sends coordinates to any existing node Join request is forwarded to acceptor 2) Acceptor sends back its own neighbor list joining node connects with other nodes on the list Acceptor’s region Joining node 19 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 neighbor Non-overlapped neighbors Boundary neighbors New neighbors 20 Procedure (LEAVE) 1) Simply disconnect 2) Others then update their Voronoi new B.N. is discovered via existing B.N. Leaving node (also a B.N.) New boundary neighbor 21 Dynamic AOI Crowding within AOI can overload a particular node It’s better if AOI-radius can be adjusted in real time 22 Adjustment Conditions AOI-radius decrease AOI-radius increase Number of connections > connection limit Maximum connections not exceeded Current AOI-radius < preferred AOI-radius Mutual awareness rule Do not disconnect a neighbor who sees me 23 Demonstration Simulation demo Random movements (100 nodes, 1200x700 world) Local vs. global view Dynamic AOI adjustment 24 Outline Introduction Voronoi-based Overlay Network (VON) Evaluation Application for physical simulation Conclusion 25 Simulation Method 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 destination 5 units/step random (until destination is reached) 26 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 27 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 28 Scalability: Avg. Neighbor Size 90 connected neighbors (basic) 80 AOI neighbors (basic) connected neighbors (dAOI) Neighbor Size 70 AOI neighbors (dAOI) 60 50 40 30 20 10 0 0 400 800 1200 Number of Nodes 1600 2000 29 Reliability: Effects of Packet Loss 100 90 Units 80 70 Topology Consistency (%) 60 Recovery Steps 50 40 30 20 10 0 0% 20% 40% 60% Loss Rate 80% 100% 30 Analysis of Design Scalability Bounded resource consumption dynamic AOI Consistency (Topology) Topology is fully connected enclosing neighbors Reliability Self-organizing distributed neighbor discovery Responsiveness Lowest latency direct connection, no relay 31 Outline Introduction Voronoi-based Overlay Network (VON) Simulation results Application for physical simulation Conclusion 32 A look at simulations Important tools in scientific research Larger scale and higher resolution are constantly sought However, computational resource can be limited An Untapped Potential 300 Million PCs on the Internet (2000 est.) Up to 80% to 90% of CPU is wasted Large supply of computing resource, growing rapidly 33 Examples SETI@Home (UC Berkeley – space radio analysis) 5.3 M world-wide participants 2.2 M years of single-processor CPU 54 teraflop machine (top 3 in 2005: 70.72, 51.87, 35.86) Folding@Home (Stanford – protein’s 3D structure) 30,000 volunteers 1 M days of single-processor CPU Published 23 papers in: Science, Nature, Nature Structural Biology, PNAS, JMB, etc. 34 The Grand Question Can we build the ultimate simulator for large-scale simulation utilizing millions of computers world-wide? Potential applications: Nuclear reaction Star clusters Atomic-scale modeling in material science Weather, earthquakes Biology (protein, ecosystem, brain, ...) 35 Current Limitations Current methodology Issues: Centralized server + many clients Client requests “work unit” to process Communication is minimized Clients do not communicate [Hori et al. 2001] Only suitable for “embarrassingly parallel” simulations Sophisticated server-side algorithm and management required An alternative: peer-to-peer (P2P) computing 36 A Simulation Scenario How can we utilize P2P for simulation-purpose? Answer: depends on what you want to simulate We observe that many simulations… are spatially-oriented (i.e. based on coordinate systems) run in discrete time-steps exhibit localized interaction (i.e. short-range interaction) example: molecular dynamics (MD) simulation Protein folding? 37 Outline Introduction Voronoi-based Overlay Network (VON) Simulation results Application for physical simulation Conclusion 38 Summary NVE scalability is achievable with P2P architecture and is a neighbor discovery problem A promising solution: Voronoi-based P2P Overlay Leverage knowledge of each peer to maintain topology Properties Scalable: fully-distributed, dynamic AOI Efficient: low irrelevant messages, zero relay Simple: simple protocol and procedure 39 Potential Applications Online games Position updates in current MMOGs, Voice-chats Military Enable large-scale, affordable military training simulation 3D Web Provide multi-user interactivity to static 3D world Scientific simulations Distribute spatial simulation requiring frequent synchronization 40 Acknowledgements Dr. Jui-Fa Chen (陳瑞發老師) Tsu-Han Chen (鄭子涵) Members of the Alpha Lab, TKU CS Dr. Chin-Kun Hu (胡進錕老師) Guan-Ming Liao (廖冠名) LSCP, Institute of Physics, Academia Sinica Joaquin Keller Jon Watte Kuan-Ta Chen (France Tele. R&D, Solipsis) (there.com) (陳寬達, NTU) 41 Q&A VON: A Scalable Peer-to-Peer Network for Virtual Environments IEEE Network, vol. 20, no. 4, Jul./Aug. 2006 Thank you! [email protected] http://vast.sourceforget.net (http://vast.sf.net) 42 Issues for Creating NVE Consistency (events/states) Responsiveness Security multiplayer Scalability Persistency Reliability (Fault-tolerance) massively multiplayer 43 Issues for Creating P2P NVE Consistency (events/states) Responsiveness Security multiplayer massively multiplayer Scalability Persistency Reliability (Fault-tolerance) Consistency (topology) P2P NVE 44 Server-cluster issues Insufficient total resource Hardware provisioning over-provision! High user density (crowding) User limits limits scale & realism! Excessive inter-server communications Less load balancing difficult balance! 45 Related Work (1): DHT-based: SimMUD [Knutsson et al. 2004] (UPenn) Pastry + Scribe Regions Coordinators (super-nodes) Fixed-size region Relay overhead 46 Related Work (2): Neighbor-list Exchange [Kawahara et al. 2004] (Univ. of Tokyo) Fully-distributed Nearest-neighbors List exchange High transmission Overlay partition 47 Related Work (3): Mutual Notification: Solipsis [Keller & Simon 2003] (France Telecomm R&D) Links with AOI neighbor Mutual cooperation Inside convex hull Potentially slow discovery Inconsistent topology 48 Consistency Metrics Topology Consistency [Kawahara, 2004] observed AOI neighbors actual AOI neighbors Drift Distance [Diot, 1999] Distance between observed position and actual position (average over all nodes) 49 Consistency: Topology Consistency Topology Consistency (%) 100.00 99.99 99.98 99.97 99.96 99.95 99.94 99.93 99.92 basic 99.91 dAOI 99.90 0 500 1000 Number of Nodes 1500 2000 50 Consistency: Drift Distance 0.50 Average Drift Distance 0.45 basic 0.40 dAOI 0.35 0.30 0.25 0.20 0.15 0.10 0.05 0.00 0 400 800 1200 Number of Nodes 1600 2000 51 Problems of Voronoi Approach Message traffic Circular round-up of nodes Redundant message sending (inherent to fully-distributed design) Incomplete neighbor discovery Can happen with inconsistent / incorrect neighbor list Fast moving node Limited AOI Direct connections 52 P2P NVE Comparisons DHTbased Consistency (topology) Neighbor-list Solipsis exchange DHT & Neighbor listSupernode exchange (consistent) (partitioning) Responsive- two to ness many One hop VON Neighbor Neighbor notify&query notify (undiscovery) (consistent) One hop One hop Scalability O(n) on Constant in supernode crowding Constant if fixed density Constant in crowding Con Latency too high Occasional undiscovery Circular node line-up Overlay partitioning 53 Future Perspectives Short-term Distributed event/state consistency Customizable AOI (Heterogeneity in P2P) Recovery from overlay partition and fast-moving nodes Long-term Persistency issue (P2P-based database) Security issue (protection from malicious nodes) 3D content distribution (3D streaming on P2P) Massive, persistent 3D environment sharable by all! 54
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