skip to main content
10.4108/ICST.SIMUTOOLS2010.8690acmotherconferencesArticle/Chapter ViewAbstractPublication PagessimutoolsConference Proceedingsconference-collections
research-article

Consistency management for interactive peer-to-peer-based systems

Published:15 March 2010Publication History

ABSTRACT

Consistency is a crucial requirement for Massively Multiuser Virtual Environments (MMVEs). Such systems provide virtual worlds in which thousands of users can interact in realtime. To realize a consistent world view for all users, a flexible consistency management is required which balances the responsiveness and the level of consistency in the system. In this paper we present an approach for a consistency management for peer-to-peer-based MMVEs. The approach identifies users which actually interact with each other in the virtual world, groups them in consistency sessions and synchronizes all users in the session according to a synchronization protocol which is determined at runtime. We discuss the concept of consistency sessions, present algorithms to create and maintain sessions, and analyze what features are still missing and must be added in the future.

References

  1. Blizzard Entertainment. http://www.worldofwarcraft.com.Google ScholarGoogle Scholar
  2. A.-G. Bosser. A framework to help designing innovative massively multiplayer online games interactions. In Technologies for E-Learning and Digital Entertainment, pages 519--528. Springer Berlin/Heidelberg, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. K. Chandy and J. Misra. Distributed simulation: A case study in design and verification of distributed programs. IEEE Transactions on Software Engineering, SE-5(5):440--452, Sept. 1979. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. E. Cronin, B. Filstrup, A. R. Kurc, and S. Jamin. An efficient synchronization mechanism for mirrored game architectures. In 1st workshop on Network and system support for games (NetGames 02), pages 67--73, New York, NY, USA, 2002. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. S. Ferretti. A synchronization protocol for supporting peer-to-peer multiplayer online games in overlay networks. In Second international conference on Distributed event-based systems (DEBS '08), pages 83--94, New York, NY, USA, 2008. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. T. A. Funkhouser. Ring: a client-server system for multi-user virtual environments. In 1995 symposium on Interactive 3D graphics (SI3D 95), pages 85--ff., New York, NY, USA, 1995. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. F. Heger, G. Schiele, R. Süselbeck, and C. Becker. Towards an interest management scheme for peer-based virtual environments. In 1st International Workshop on Concepts of Massively Multiuser Virtual Environments (COMMVE 09), March 2009.Google ScholarGoogle Scholar
  8. Linden Lab. http://www.secondlife.com/.Google ScholarGoogle Scholar
  9. T.-C. LU, M.-T. LIN, and C. LEE. Control mechanism for large-scale virtual environments. Journal of Visual Languages & Computing, 10:69--85, 1999.Google ScholarGoogle Scholar
  10. M. Mauve, J. Vogel, V. Hilt, and W. Effelsberg. Local-lag and timewarp: providing consistency for replicated continuous applications. IEEE Transactions on Multimedia, 6(1):47--57, Feb. 2004. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. D. J. McCaffery and J. Finney. The need for real time consistency management in p2p mobile gaming environments. In 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology (ACE 04), pages 203--211, New York, NY, USA, 2004. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Peers@Play Project. http://www.peers-at-play.org.Google ScholarGoogle Scholar
  13. J. D. Pellegrino and C. Dovrolis. Bandwidth requirement and state consistency in three multiplayer game architectures. In 2nd workshop on Network and system support for games (NetGames 03), pages 52--59, New York, NY, USA, 2003. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. G. Schiele, R. Sueselbeck, A. Wacker, J. Haehner, C. Becker, and T. Weis. Requirements of peer-to-peer-based massively multiplayer online games. In Seventh International Workshop on Global and Peer-to-Peer Computing, 2007.Google ScholarGoogle Scholar
  15. G. Schiele, R. Sueselbeck, A. Wacker, T. Triebel, and C. Becker. Consistency management for peer-to-peer-based massively multiuser virtual environments. In 1st International Workshop on Massively Multiuser Virtual Environments at the IEEE Virtual Reality (MMVE 08), Reno, Nevada, USA, 2008.Google ScholarGoogle Scholar
  16. H. Schloss, J. Botev, M. Esch, A. Höhfeld, I. Scholtes, and P. Sturm. Elastic consistency in decentralized distributed virtual environments. In 4th International Conference on Automated Solutions for Cross Media Content and Multi-channel Distribution (AXMEDIS 08), Florence, Italy, 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. R. Sueselbeck, G. Schiele, S. Seitz, and C. Becker. Adaptive update propagation for low-latency massively multi-user virtual environments. In 18th Internatonal Conference on Computer Communications and Networks, 2009 (ICCCN 09), pages 1--6, Aug. 2009. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Consistency management for interactive peer-to-peer-based systems

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Other conferences
      SIMUTools '10: Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
      March 2010
      598 pages
      ISBN:9789639799875

      Publisher

      ICST (Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering)

      Brussels, Belgium

      Publication History

      • Published: 15 March 2010

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      Overall Acceptance Rate20of73submissions,27%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader