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bib
--- Timezone: UTC
Creation date: 2025-01-15
Creation time: 18-22-31
--- Number of references
10
inproceedings
2019-glebke-wirelessgain
Enabling Wireless Network Support for Gain Scheduled Control
2019
3
25
reflexes,spp
https://www.comsys.rwth-aachen.de/fileadmin/papers/2019/2019-glebke-wirelessgain.pdf
ACM
In Proceedings of the International Workshop on Edge Systems, Analytics and Networking (EdgeSys 2019)
Dresden, Germany
International Workshop on Edge Systems, Analytics and Networking (EdgeSys 2019)
25.03.2019
10.1145/3301418.3313943
1
SebastianGallenmüller
RenéGlebke
StephanGünther
EricHauser
MauriceLeclaire
StefanReif
JanRüth
AndreasSchmidt
GeorgCarle
ThorstenHerfet
WolfgangSchröder-Preikschat
KlausWehrle
article
2018-scheitle-ccr-caa
A First Look at Certification Authority Authorization (CAA)
ACM SIGCOMM Computer Communications Review (CCR)
2018
4
48
10-23
https://www.net.in.tum.de/fileadmin/bibtex/publications/papers/caa17.pdf
internet-measurements
https://ccronline.sigcomm.org/wp-content/uploads/2018/05/sigcomm-ccr-final163.pdf
https://ccronline.sigcomm.org/2018/a-first-look-at-certification-authority-authorization-caa/
2018-06-05
10.1145/3213232.3213235
1
QuirinScheitle
TaejoongChung
JensHiller
OliverGasser
JohannesNaab
Rolandvan Rijswijk-Deij
OliverHohlfeld
RalphHolz
DaveChoffnes
AlanMislove
GeorgCarle
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
conference
200701riecheccncmmog
Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games
2007
1
11
763-767
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 betatesting 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://ieeexplore.ieee.org/xpls/abs_all.jsp?isnumber=4199088&arnumber=4199243&count=254&index=154
http://www.ieee-ccnc.org/2007/
Print
IEEE Press
Proceedings of 4th Annual IEEE Consumer Communications and Networking Conference (CCNC 2007)
IEEE
Las Vegas, Nevada, USA
4th Annual IEEE Consumer Communications and Networking Conference (CCNC 2007)
11-13 January 2007
en
1-4244-0667-6
10.1109/CCNC.2007.155
1
SimonRieche
KlausWehrle
MarcFouquet
HeikoNiedermayer
LeoPetrak
GeorgCarle
conference
200711Globecom2007Landsiedelmultipathonionrouting
Dynamic Multipath Onion Routing in Anonymous Peer-To-Peer Overlay Networks
2007
Although recent years provided many protocols for anonymous routing in overlay networks, they commonly rely on the same communication paradigm: Onion Routing. In Onion Routing a static tunnel through an overlay network is build via layered encryption. All traffic exchanged by its end points is relayed through this tunnel.In contrast, this paper introduces dynamic multipath Onion Routing to extend the static Onion Routing paradigm. This approach allows each packet exchanged between two end points to travel along a different path. To provide anonymity the first half of this path is selected by the sender and the second half by the receiver of the packet. The results are manifold: First, dynamic multipath Onion Routing increases the resilience against threats, especially pattern and timing based analysis attacks. Second, the dynamic paths reduce the impact of misbehaving and overloaded relays. Finally, inspired by Internet routing, the forwarding nodes do not need to maintain any state about ongoing flows and so reduce the complexity of the router. In this paper, we describe the design of our dynamic Multipath Onion Router (MORE) for peer-to-peer overlay networks, and evaluate its performance. Furthermore, we integrate address virtualization to abstract from Internet addresses and provide transparent support for IP applications. Thus, no application-level gateways, proxies or modifications of applications are required to sanitize protocols from network level information. Acting as an IP-datagram service, our scheme provides a substrate for anonymous communication to a wide range of applications using TCP and UDP.
IEEE Global Communication Conference (GlobeCom), Washington D.C.
OlafLandsiedel
AlexisPimenidis
KlausWehrle
HeikoNiedermayer
GeorgCarle
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
inproceedings
landsiedel2005anonymous
Anonymous IP-Services via Overlay Routing
2005
3
Although research provides anonymous Internet communication schemes,
anonymous IP-services received only limited attention. In this paper
we present SARA (Anonymous Overlay Routing Providing Sender And
Receiver Anonymity), which enables sender, receiver and relationship
anonymity using layered encryption and distributed traffic mixes,
similar to a Chaumian Mix. Via IP-datagram service and address
virtualization it is fully transparent to applications. Organized as
structured Peer-To-Peer system, SARA is highly scalable and fault
tolerant.
In SARA each communication partner randomly selects a number of
nodes from the overlay and concatenates them to an anonymous
communication path. The sender selects the head of the path, the
receiver builds the tail and publishes this information in the
overlay network using an anonymous ID. Via this ID the sender
retrieves the tail nodes of the path and concatenates both path
section. Layered encryption hides the identities of the sender,
receiver and the intermediate nodes.
5. Würzburger "Workshop IP Netzmanagement, IP Netzplanung und Optimierung"
Würzburg, Germany
5. Würzburger "Workshop IP Netzmanagement, IP Netzplanung und Optimierung"
March 2005
OlafLandsiedel
SimonRieche
HeikoNiedermayer
KlausWehrle
GeorgCarle
inproceedings
niedermayer2005distribution
On the Distribution of Nodes in Distributed Hash Tables
2005
3
Proceedings of Workshop Peer-to-Peer-Systems and -Applications, KiVS 2005
Kaiserslautern, Germany
Workshop Peer-to-Peer-Systems and -Applications, KiVS 2005
March 2005
HeikoNiedermayer
SimonRieche
KlausWehrle
GeorgCarle
inproceedings
200507riecheipgames
On the Use of Structured Peer-to-Peer Systems for Online Gaming
2005
3
Massively multiplayer games are becoming increasingly popular today. However, even high-budget titles suffer from downtimes because of hard- and software problems. Our approach is to use structured Peer-to-Peer technology for the server infrastructure of massively multiplayer online games, which improves reliability and scalability of these applications.
5. Würzburger "Workshop IP Netzmanagement, IP Netzplanung und Optimierung"
Würzburg, Germany
5. Würzburger "Workshop IP Netzmanagement, IP Netzplanung und Optimierung"
March 2005
SimonRieche
MarcFouquet
HeikoNiedermayer
KlausWehrle
GeorgCarle