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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