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Peer-to-Peer (P2P) Networking (同儕網路) 2011
By Jehn-Ruey Jiang February 24, 2011
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Lecturer: 江振瑞 TA:黃郁誠 索維廷 Time: Thursday 13:00~15:50 Place: E6-A205 BlackBoard System: (同儕網路)
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Course Description This course provides an in-depth examination of advanced topics in peer-to-peer (P2P) networking in which all the peers play symmetric roles as both clients and servers.
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Course Description The course has two parts:
The first part covers traditional P2P-related topics such as P2P data sharing, P2P resource search, P2P storage, P2P multicast, P2P security, P2P reputation and incentive, P2P censorship-resistance, P2P resource trading, P2P knowledge sharing, P2P on mobile ad hoc networks, and so on.
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Course Description The course has two parts:
The second part covers P2P networked virtual environment (P2P NVE) related topics, such as P2P massively multiplayer online games (MMOGs), latency compensation, playability, cheats, community management and 3D scene streaming for online games, etc.
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Course Description We may add some topics about P2P OSNs (Online Social Networks) in 2011 After learning the course, the students can become familiar with basic concepts of P2P networking related topics.
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Syllabus Part 1 – Traditional P2P Resource Sharing
P2P Content Sharing - Napster and Gnutella: How to improve Gnutella (Gnutella.zip) Distributed Hash Tables (DHTs) (Chord, CAN, Pastry, Tornado, etc) (Structured-P2P-Networks.zip) P2P Storage Systems (MUREX.ppt)(P2PStorageSystems.ppt)(NFS-AFS.ppt)
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Syllabus Efficient P2P Searching P2P Data Management P2P Streaming
P2P Multicast P2P Collaboration P2P for Mobile Ad Hoc Networks P2P and Grid Computing P2P and Semantic Webs P2P and Cloud Computing
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Syllabus Part 2 – P2P Networked Virtual Environments (NVEs)
Neighborship Consistency for Peer-to-Peer Distributed Virtual Environments (ppt)(pdf) P2P AOI Voice Chatting for MMOGs Efficient AOI-CAST for P2P MMOGs Cheat-proof for P2P MMOGs P2P 3D Scene Streaming: (PeerConnectivity.ppt) (FLoD.ppt)
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Syllabus Network Latency, Jitter and Loss for Online Games
Latency Compensation for Online Games Playability vs. Network Conditions and Cheats User Creation in Online Games Community Management for Online Games
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Some Examples
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Napster -- Shawn Fanning
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Napster Sharing Style: hybrid center+edge
Title User Speed song1.mp beasiteboy DSL song2.mp beasiteboy DSL song3.mp beasiteboy DSL song4.mp kingrook T1 song5.mp kingrook T1 song5.mp slashdot song6.mp kingrook T1 song6.mp slashdot song7.mp slashdot 1. Users launch Napster and connect to Napster server 2. Napster creates dynamic directory from users’ personal .mp3 libraries 3. beastieboy enters search criteria s o n g 5 “beastieboy” song1.mp3 song2.mp3 song3.mp3 “kingrook” song4.mp3 song5.mp3 song6.mp3 “slashdot” song5.mp3 song6.mp3 song7.mp3 4. Napster displays matches to beastieboy 5. beastieboy makes direct connection to kingrook for file transfer song5.mp3
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Gnutella -- Justin Frankel and Tom Pepper
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Topology of a Gnutella Network
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Massively Multiplayer Online Games
MMOGs are growing quickly Multi-billion dollar industry 10 million subscribers for World of Warcraft 600,000 concurrent users 16
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Adaptive Computing and Networking Lab, CSIE, NCU
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Adaptive Computing and Networking Lab, CSIE, NCU
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萬 王 之 王 遊戲 名稱 MMORPG 2D 西方幻想 萬王之王 遊戲類型 美術風格 戰鬥模式 即時制 官方網站 營運期間
營運期間 ~
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創 世 霹 靂 遊戲 名稱 MMORPG 3D 傳統人偶 創世霹靂 遊戲類型 美術風格 戰鬥模式 即時制 官方網站 營運期間
營運期間 ~
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童 話 遊戲 名稱 MMORPG 童話 遊戲類型 美術風格 2D 可愛卡通 戰鬥模式 回合制 資料片 官方網站 營運期間
人魚傳說 愛麗絲 1001夜 國王新衣 綠野仙蹤 6. 拇指姑娘 7. 美女與野獸 8. 桃太郎 9. 糖果屋 官方網站 營運期間 ~ Now
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天 外 遊戲 名稱 MMORPG 天外 遊戲類型 美術風格 2D Q版東方傳說 戰鬥模式 即時制 資料片 官方網站 營運期間
1. 水滸爭霸 2. 練練瘋神 3. 烏龍城寨 4. 嘩!英雄 5. 囍從天降 6. 魔王解印 7. 狂煉英雄 官方網站 營運期間 ~ Now
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產 品 簡 介 遊戲名稱 MMORPG 萬王之王 2 遊戲類型 美術風格 3D 西方幻想 戰鬥模式 即時制 資料片名稱 官方網站 營運期間
營運期間 ~ Now
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產 品 簡 介 遊戲 名稱 MMORPG 征途 遊戲類型 美術風格 2D 東方武俠 戰鬥模式 即時制 資料片 官方網站 營運期間
1. 盛世風雲 2. 眾志成城 3. 寶島瑪莉 4. 奇襲 官方網站 營運期間 (published in TW) ~ Now
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夢 想 世 界 遊戲名稱 MMORPG 夢想世界 遊戲類型 美術風格 2D 可愛風 戰鬥模式 回合制 資料片名稱 官方網站 營運期間
營運期間 ~ Now
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產 品 簡 介 遊戲名稱 萬王之王3 遊戲類型 MMORPG 美術風格 3D 西方幻想 戰鬥模式 即時制 發行日期 2008
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萬王之王3
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萬王之王3
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產 品 簡 介 遊戲名稱 童話2 遊戲類型 MMORPG 美術風格 3D Q版卡通 戰鬥模式 回合制 發行日期 2009
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童話2
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童話2
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Model for NVEs (MMOGs) Area of Interest (AOI) ★: self ▲: neighbors
Many nodes on a 2D plane An avatar needs to know only those within Area of Interest (AOI) Area of Interest (AOI) ★: self ▲: neighbors
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Voronoi Diagram for NVEs (MMOGs)
● node i and the big circle is its AOI ■ enclosing neighbors ▲ boundary neighbors ★ both enclosing and boundary neighbors ▼ normal AOI neighbors ◆ irrelevant nodes Node i’s AOI neighbors are the nodes within i’s AOI; its enclosing neighbors are nodes whose regions directly surround i’s region, and boundary neighbors are nodes whose regions overlap with the AOI boundary A node i’s boundary neighbors will perform neighbor discovery on behalf of i because they connect to i and knows some nodes outside i’s AOI that are i’s potential neighbors (those potential neighbors happen to be the enclosing neighbors of the boundary neighbors).
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Scoring 1 or 2 supplemental readings oral reports: 40%
Midterm Report: 30% Final Report: 30%
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Reference Books Sean Percival, “Second Life – In-world Travel Guide,” Que Publishing, 2008. Alfred Wai-Sing Loo, “Peer-to-Peer Computing,” Springer, 2007. Jie Wu, “Handbook on Theoretical and Algorithmic Aspects of Sensors, Ad Hoc Wireless, and Peer-to-Peer Networks,” Auerbach Publications, 2006. Steffen Staab and Heiner Stuckenschmidt, “Semantic Web and Peer-to-Peer,” Springer, 2006. Ian J. Taylor, “From P2P to Web Services and Grids,” Springer, 2005.
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Reference Books Ramesh Subramanian and Brian D. Goodman, “Peer-to-Peer Computing: The Evolution of a Disruptive Technology,” IDEA Group Publishing, 2005. Sandeep Singhal and Michael Zyda, "Networked Virtual Environments: Design and Implementation," Addison-Wesley Professional, 1999. Grenville Armitage, Mark Claypool and Philip Branch, "Networking and Online Games: Understanding and Engineering Multiplayer Internet Games," Wiley, 2006. Jouni Smed and Harri Hakonen, "Algorithms and Networking for Computer Games," John Wiley & Sons, 2006. Thor Alexander, "Massively Multiplayer Game Development 2 (Game Development)," Charles River Media, 2005. Stephan Diehl, "Distributed Virtual Worlds," Springer, 2001.
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Welcome to join the class!
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