% % This file was created by the TYPO3 extension % bib % --- Timezone: UTC % Creation date: 2024-12-03 % Creation time: 17-46-33 % --- Number of references % 10 % @Conference { 200803riechemmvecluster, title = {Clustering Players for Load Balancing in Virtual Worlds}, year = {2008}, month = {3}, day = {18}, pages = {9-13}, abstract = {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.}, affiliation = {RWTH Aachen University - Distributed Systems Group}, url = {http://www.pap.vs.uni-due.de/MMVE08/papers/proceedings.pdf}, web_url = {http://www.pap.vs.uni-due.de/MMVE08/}, misc2 = {Online}, editor = {Gregor Schiele, Daniel Weiskopf, Ben Leong, Shun-Yun Hu}, booktitle = {Proceedings of 1st International Workshop on Massively Multiuser Virtual Environments at IEEE Virtual Reality 2008 (MMVE 2008)}, event_place = {Reno, Nevada, USA}, event_name = {1st International Workshop on Massively Multiuser Virtual Environments at IEEE Virtual Reality 2008 (MMVE 2008)}, event_date = {March 8th, 2008}, language = {en}, reviewed = {1}, author = {Rieche, Simon and Wehrle, Klaus and Fouquet, Marc and Niedermayer, Heiko and Teifel, Timo and Carle, Georg} } @Article { 200812riecheIJAMCcluster, title = {Clustering Players for Load Balancing in Virtual Worlds}, journal = {International Journal of Advanced Media and Communication (IJAMC)}, year = {2008}, volume = {2}, number = {4}, pages = {351-363}, abstract = {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.}, affiliation = {RWTH Aachen University - Distributed Systems Group}, web_url = {http://www.inderscience.com/browse/index.php?journalID=67}, misc2 = {print}, language = {en}, ISSN = {1462-4613}, reviewed = {1}, author = {Rieche, Simon and Wehrle, Klaus and Fouquet, Marc and Niedermayer, Heiko and Teifel, Timo and Carle, Georg} } @Conference { 200701riecheccncmmog, title = {Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games}, year = {2007}, month = {1}, day = {11}, pages = {763-767}, abstract = {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.}, affiliation = {RWTH Aachen University - Distributed Systems Group}, url = {http://ieeexplore.ieee.org/xpls/abs_all.jsp?isnumber=4199088\&arnumber=4199243\&count=254\&index=154}, web_url = {http://www.ieee-ccnc.org/2007/}, misc2 = {Print}, publisher = {IEEE Press}, booktitle = {Proceedings of 4th Annual IEEE Consumer Communications and Networking Conference (CCNC 2007)}, organization = {IEEE}, event_place = {Las Vegas, Nevada, USA}, event_name = {4th Annual IEEE Consumer Communications and Networking Conference (CCNC 2007)}, event_date = {11-13 January 2007}, language = {en}, ISBN = {1-4244-0667-6}, DOI = {10.1109/CCNC.2007.155}, reviewed = {1}, author = {Rieche, Simon and Wehrle, Klaus and Fouquet, Marc and Niedermayer, Heiko and Petrak, Leo and Carle, Georg} } @Conference { 200711Globecom2007Landsiedelmultipathonionrouting, title = {Dynamic Multipath Onion Routing in Anonymous Peer-To-Peer Overlay Networks}, year = {2007}, abstract = {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.}, booktitle = {IEEE Global Communication Conference (GlobeCom), Washington D.C.}, author = {Landsiedel, Olaf and Pimenidis, Alexis and Wehrle, Klaus and Niedermayer, Heiko and Carle, Georg} } @Techreport { 200608riechetrmmog, title = {Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games}, year = {2006}, month = {8}, number = {WSI-2006-04}, abstract = {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.}, affiliation = {RWTH Aachen University - Distributed Systems Group}, url = {http://www.rieche.net/pdf/wsi-2006-04.pdf}, misc2 = {Online}, address = {T{\"u}bingen, Germany}, institution = {Wilhelm-Schickard-Institute for Computer Science, University of T{\"u}bingen}, type = {Technical Report}, language = {en}, author = {Rieche, Simon and Fouquet, Marc and Niedermayer, Heiko and Petrak, Leo and Wehrle, Klaus and Carle, Georg} } @Inproceedings { landsiedel2005anonymous, title = {Anonymous IP-Services via Overlay Routing}, year = {2005}, month = {3}, abstract = {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.}, booktitle = {5. W{\"u}rzburger ''Workshop IP Netzmanagement, IP Netzplanung und Optimierung''}, event_place = {W{\"u}rzburg, Germany}, event_name = {5. W{\"u}rzburger ''Workshop IP Netzmanagement, IP Netzplanung und Optimierung''}, event_date = {March 2005}, author = {Landsiedel, Olaf and Rieche, Simon and Niedermayer, Heiko and Wehrle, Klaus and Carle, Georg} } @Inproceedings { niedermayer2005distribution, title = {On the Distribution of Nodes in Distributed Hash Tables}, year = {2005}, month = {3}, booktitle = {Proceedings of Workshop Peer-to-Peer-Systems and -Applications, KiVS 2005}, event_place = {Kaiserslautern, Germany}, event_name = {Workshop Peer-to-Peer-Systems and -Applications, KiVS 2005}, event_date = {March 2005}, author = {Niedermayer, Heiko and Rieche, Simon and Wehrle, Klaus and Carle, Georg} } @Inproceedings { 200507riecheipgames, title = {On the Use of Structured Peer-to-Peer Systems for Online Gaming}, year = {2005}, month = {3}, abstract = {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.}, booktitle = {5. W{\"u}rzburger ''Workshop IP Netzmanagement, IP Netzplanung und Optimierung''}, event_place = {W{\"u}rzburg, Germany}, event_name = {5. W{\"u}rzburger ''Workshop IP Netzmanagement, IP Netzplanung und Optimierung''}, event_date = {March 2005}, author = {Rieche, Simon and Fouquet, Marc and Niedermayer, Heiko and Wehrle, Klaus and Carle, Georg} } @Inbook { 200509riechep2pbookreliability, title = {Reliability and Load Balancing in Distributed Hash Tables}, year = {2005}, pages = {119-135}, editor = {Ralf Steinmetz, Klaus Wehrle}, publisher = {Springer}, address = {Heidelberg, Germany}, series = {Lecture Notes in Computer Science, LNCS}, chapter = {9}, booktitle = {Peer-to-Peer Systems and Applications}, author = {Rieche, Simon and Niedermayer, Heiko and G{\"o}tz, Stefan and Wehrle, Klaus} } @Inproceedings { 2006-heer-gi2004, title = {On the Use of Structured P2P Indexing Mechanisms in Mobile Ad-Hoc Scenarios}, year = {2004}, month = {9}, volume = {51}, pages = {239-244}, abstract = {Recently, Distributed Hash Tables evolved to a preferred approach for decentralized data management in widely distributed systems. Due to their crucial characteristics – namely scalability, flexibility, and resilience – they are quite interesting for being applied in ad-hoc networks. But, there are plenty of open questions concerning the applicability of Distributed Hash Tables in mobile ad-hoc scenarios: Do new problems arise when both technologies are used together? Are there any synergy effects when both technologies are combined? Are the results and assumptions, made for the infrastructural Internet, still true if a mobile ad-hoc network is used instead? In this paper, we discuss these and further questions and offer some solutions for using Distributed Hash Tables in ad-hoc networks.}, misc2 = {Print}, publisher = {GI. LNI}, address = {Bonn, Germany}, series = {LNI}, booktitle = {Proceedings of Workshop on Algorithms and Protocols for Efficient Peer-to-Peer Applications (PEPPA), GI-Jahrestagung Informatik 2004, Bonn, Germany}, event_place = {Ulm, Germany}, event_name = {GI-Jahrestagung Informatik 2004}, language = {en}, ISBN = {3-88579-380-6}, reviewed = {1}, author = {Heer, Tobias and Niedermayer, Heiko and Petrak, Leo and Rieche, Simon and Wehrle, Klaus} }