This file was created by the TYPO3 extension bib --- Timezone: CEST Creation date: 2024-10-16 Creation time: 02-28-47 --- Number of references 3 conference rieche2006cerco Cerco: Supporting Range Queries with a Hierarchically Structured Peer-to-Peer System 2006 11 14 509-510 Structured Peer-to-Peer systems are designed for a highly scalable, self organizing, and efficient lookup for data. The key space of the so-called Distributed Hash Tables (DHTs) is partitioned and each partition with its keys and values is assigned to a node in the DHT. For data retrieval however, the very nature of hash tables allows only exact pattern matches. We propose Cerco, a simple solution for the problem of range queries by employing a hierarchically structured P2P approach based on the principles of Distributed Hash Tables. We show that a dynamic hierarchy of DHTs with on-demand classification of items can positively influence the response time of queries while maintaining lookup correctness. RWTH Aachen University - Distributed Systems Group http://ieeexplore.ieee.org/xpls/abs_all.jsp?isnumber=4116490&arnumber=4116594&count=192&index=90 http://web.archive.org/web/20061008091738/http://www.ieeelcn.org/ Print IEEE Press Proceedings of 31st IEEE Conference on Local Computer Networks (LCN 2006) IEEE Tampa, Florida, USA 31st IEEE Conference on Local Computer Networks (LCN 2006) 14-16 November 2006 en 1-4244-0418-5 10.1109/LCN.2006.322147 1 SimonRieche KlausWehrle LeoPetrak ClemensWrzodek techreport 200608riechetrmmog Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games 2006 8 WSI-2006-04 Online games are an interesting challenge and chance for the future development of the Peer-to-Peer paradigm. Massively multiplayer online games (MMOGs) are becoming increasingly popular today. However, even high-budget titles like World of Warcraft that have gone through extensive beta-testing suffer from downtimes because of hard- and software problems. Our approach is to use structured P2P technology for the server infrastructure of MMOGs to improve their reliability and scalability. Such P2P networks are also able to adapt to the current state of the game and handle uneven distributions of the players in the game world. Another feature of our approach is being able to add supplementary servers at runtime. Our system allows using off-the-shelf PCs as infrastructure peers for participation in different game worlds as needed. Due to the nature of the Economy of Scale the same number of hosts will provide a better service than dedicated servers for each game world. RWTH Aachen University - Distributed Systems Group http://www.rieche.net/pdf/wsi-2006-04.pdf Online
Tübingen, Germany
Wilhelm-Schickard-Institute for Computer Science, University of Tübingen Technical Report en SimonRieche MarcFouquet HeikoNiedermayer LeoPetrak KlausWehrle GeorgCarle
conference 200607landsiedelngimodels Towards flexible and modular simulation models 2006 In this talk we discuss the increasing need for flexible and modular simulation models and our ongoing work in this area. Although a huge number of simulation models are available today, these models do not interoperate and cannot be easily combined to form a full protocol simulation stack. Visions of Future Generation Networks, Würzburg, Germany OlafLandsiedel LeoPetrak KlausWehrle