This file was created by the TYPO3 extension
bib
--- Timezone: UTC
Creation date: 2025-02-19
Creation time: 02-06-52
--- Number of references
3
conference
200810riechelcncerco
Range Queries and Load Balancing in a Hierarchically Structured P2P System
2008
10
14
28-35
Structured Peer-to-Peer (P2P) systems are highly scalable, self-organizing, and support efficient lookups. Furthermore, Distributed Hash Tables (DHTs), due to their features, are used more and more for file-sharing and content distribution applications. However, a major weakness of traditional DHTs is the search for stored content, as data is assigned to nodes based on hash functions, and the very nature of hash tables allows only exact pattern matches. We present Cerco, a solution for the problem of range queries by using the principles of order-preserving DHTs and a hierarchically structured P2P approach. To guarantee an efficient routing and load balancing, Cerco uses a dynamic hierarchy of DHTs by creating subrings on demand and two explicit load balancing strategies. Our evaluation shows that Cerco is able to achieve the goals of supporting range queries, logarithmic-hop routing, and efficient load balancing.
RWTH Aachen University - Distributed Systems Group
http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?isnumber=4664131&arnumber=4664148&count=180&index=16
http://web.informatik.uni-bonn.de/IV/Mitarbeiter/matthew/Mirror_LCN2008_Website/www.ieeelcn.org/
Print
IEEE Press
Proceedings of 33rd Annual IEEE Conference on Local Computer Networks (LCN 2008)
IEEE
Montreal, Canada
33rd Annual IEEE Conference on Local Computer Networks (LCN 2008)
14-17 Oct. 2008
en
978-1-4244-2412-2
10.1109/LCN.2008.4664148
1
SimonRieche
Bui TheVinh
KlausWehrle
conference
200803riechemmvecluster
Clustering Players for Load Balancing in Virtual Worlds
2008
3
18
9-13
Massively Multiplayer Online Games (MMOGs) have become increasingly popular in the last years. So far the distribution of load, caused by the players in these games, is not distributed dynamically. After the launch of a new game, the introduction of new content, during special ingame events, or also during normal operations, players tend to concentrate in certain regions of the game worlds and cause overload conditions. Therefore we propose the use of structured P2P technology for the server infrastructure of the MMOGs to improve the reliability and scalability. Previous work segmented the game work into rectangular areas; however this approach often split a group of players to different servers, causing additional overhead. This work presents a cluster-based Peer-to-Peer approach, which can be used for load balancing in MMOGs or in other virtual worlds. The system is able to dynamically adapt to the current state of the game and handle uneven distributions of the players in the game world. We show through simulation, also with traces from real online games, that the cluster-based approach performs better than the previous P2P-based systems, which split the world in rectangular areas.
RWTH Aachen University - Distributed Systems Group
http://www.pap.vs.uni-due.de/MMVE08/papers/proceedings.pdf
http://www.pap.vs.uni-due.de/MMVE08/
Online
Gregor Schiele, Daniel Weiskopf, Ben Leong, Shun-Yun Hu
Proceedings of 1st International Workshop on Massively Multiuser Virtual Environments at IEEE Virtual Reality 2008 (MMVE 2008)
Reno, Nevada, USA
1st International Workshop on Massively Multiuser Virtual Environments at IEEE Virtual Reality 2008 (MMVE 2008)
March 8th, 2008
en
1
SimonRieche
KlausWehrle
MarcFouquet
HeikoNiedermayer
TimoTeifel
GeorgCarle
article
200812riecheIJAMCcluster
Clustering Players for Load Balancing in Virtual Worlds
International Journal of Advanced Media and Communication (IJAMC)
2008
2
4
351-363
In current Massively Multiplayer Online Games (MMOGs) the distribution of load is not distributed dynamically. But players tend to concentrate in certain regions of the game world and cause overload conditions. Therefore we propose the use of structured Peer-to-Peer technology for the server infrastructure of the MMOGs to improve the reliability and scalability. Previous work segmented the game work into rectangular areas but often split a group of players to different servers. This work presents a cluster-based P2P approach, which is able to dynamically adapt to the current state of the game and handle uneven distributions of players.Weshow through simulation, also with traces from real online games, that the cluster-based approach performs better than the previous P2P-based system.
RWTH Aachen University - Distributed Systems Group
http://www.inderscience.com/browse/index.php?journalID=67
print
en
1462-4613
1
SimonRieche
KlausWehrle
MarcFouquet
HeikoNiedermayer
TimoTeifel
GeorgCarle