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Projects using VAST/VON

  • Network Game Simulator (NGS)
  • The Overlay Simulation Framework (OverSim)
  • ASCEND
  • Plug
  • Thoth (a refactored Java VON)
P2P-based Virtual Environment Research (listed by publication time)
    classification descriptions
    SchemeNeighbor discoveryConnectivityPartitioningAOI typeLatencyOther supports
    Update-free Regionsserver introductionallnoneaura1-hop
    Solipsispeer notificationAOI neighborsAOIfocus1-hop
    P2P Message Exchangelist exchangeAOI neighborsAOIfocus1-hop
    Federated P2Pserver notificationserverstaticfocus2-hop
    SimMudDHT query
    supernode notification
    supernodestatic
    (rectangle)
    focus2 to manystate management
    event ordering
    Real Tournamentsupernode notificationsupernodedynamic
    (split)
    aura1-hopmobile network
    state management
    Frontier Setsserver introductionallnonefocus1-hop
    VONpeer notificationAOI neighborsAOIfocus1-hopVoronoi-based
    Zone Federationsupernode notification
    DHT query
    supernodestaticfocus1-hop
    OPeNDHT querytree (octree)
    AOI neighbors
    AOIfocus1-hopspatial object query
    Time Prisonerserver introductionAOI neighborsAOIaura1-hop
    HYMSsupernode notification
    server notification
    supernode/serverdynamic (kd-tree)focus2 hopsfault tolerance
    cheat prevention
    real MMOG trace/analysis
    Delaunay-VCSpeer notificationnearest neighborAOInimbus1 to manyDelaunay-based
    Message Interchange Protocollist exchangeAOI neighbors
    quadrant neighbors
    AOIfocus1-hop
    MOPARDHT query
    list exchange
    supernode
    AOI neighbors
    static
    (hexagon)
    focus1-hop
    N-Treessupernode notificationtree (quad/octree)dynamic
    (split-merge)
    focus1-hop
    DEDMsupernode notificationsupernode
    tree (k-ary)
    staticfocus2 to manyevent ordering
    load balancing tree, ns2 simulation
    APOLOpeer notification
    overlay multicast
    quadrant neighborsAOInimbus1 to many
    Colyseus(ranged) DHT queryAOI neighborsAOIfocus1-hopstate management
    event ordering
    COVERpeer notification
    supernode notification
    tree (quadtree)dynamic
    (split-merge)
    focus1 to 2 hops
    RAPsupernode notificationsupernode
    AOI neighbors
    staticfocus1 hoptriad supernode
    fault tolerance
    cheat prevention
    Relay Nodeserver notificationserver
    supernode
    AOIfocus2 to 3 hops
    P2P- Infrastructureserver notificationserverdynamic
    (split-merge)
    focus2
    Peer Clusteringsupernode notificationsupernodestatic (hexagon)focus2 hopssupernode-based
    fault tolerance and
    cheat prevention
    DSIDsupernode notificationtree (2~8 children)dynamic
    (split-merge)
    focus2 to many
    Pastry-based MMOGDHT query
    supernode notification
    supernodestaticfocus2 to manypersistent storage
    supernode-based cheat prevention
    Peers@Playsupernode notificationsupernode
    AOI neighbors
    N/Afocus1 to 2 hopsdynamic clustering
    DN Clusteringpeer notificationnearest neighborsAOInimbus1 to manyDelaunay-based
    dynamic clustering
    MediatorDHT query
    supernode notification
    supernode
    AOI neighbors
    dynamicfocus1-hopsupernode selection & match-making
    Hydraserver introductionserverstaticfocus2-hopfault tolerance
    API design
    DS2Mpeer notificationmesh
    server
    staticN/A1 to manydegree-constrain minimum-cost graph
    Nomadpeer notificationAOI neighborsAOIfocus1-hopVoronoi-based
    VON Forwardingpeer notification
    overlay multicast
    nearest neighborsAOInimbus1 to manyVoronoi-based
    asymmetric AOI
    QuadCastserver introduction
    peer notification
    quadrant neighborsAOInimbus1 to manyAOI voice chat
    Voronoi Data Managementpeer notificationAOI neighborsAOInimbus1 hopVoronoi-based
    state management
    VSMpeer notification
    supernode notification
    AOI neighbors
    supernode
    dynamic (Voronoi)focus2 to 3 hopsVoronoi-based
    state management
    dynamic clustering
    fault tolerance
    Solipsis (2)supernode notificationAOI neighbors
    supernode
    dynamic (Voronoi)focus2 to 3 hopsVoronoi-based
    state management
    HyperVerseserver notificationAOI neighbors
    server
    dynamicfocus2 hopsstate management
    VoroCastpeer notification
    overlay multicast
    nearest neighborsAOInimbus1 to manyVoronoi-based
    non-redundant forwarding
    Donnybrookserver introductionallnoneaura1 to 2 hopsstate management
    variable update frequency
    pSensepeer notification
    overlay multicast
    AOI neighbors
    quadrant neighbors
    AOIfocusmostly 1 (depend on density)bandwidth limited probabilistic update
    Voronoi AOI-castpeer notificationAOI neighborsAOInimbus1 to manyVoronoi-based
    direct and forwarding hybrid
    VoroGamepeer notificationAOI neighbors
    tree
    AOInimbus1 hopVoronoi-based
    dual overlay
    state management
    QuONpeer notificationquadrant neighbors
    AOI neighbors
    AOIfocus1 hop
    P2P Second LifeDHT querytreedynamic (split-merge)focus1 to manyKAD-based
    persistent storage
    fault tolerance
    Area of Propagationserver introductionserver
    AOI neighbors
    AOInimbus1 to 2concept of AOI/AOE
    hybrid update propagation
    PBTDHT query + overlay multicasttreedynamic (split-merge)focus1 to manygrid + binary space partitioning
    dynamic load balancing
    DAMoverlay multicastnearest neighborAOInimbus1 to manyDelaunay-based
    real experiment
    Blue Bananapeer notificationAOI neighborsAOIfocus1 hopSolipsis-based
    movement prediction
    VN-CloudDHT queryserver, meshAOIfocus1 to manycloud resource
    virtual nodes
     

    ClassificationDescription Neighbor discovery the method a peer learns of relevant neighbors to interact with, including these types: server introduction: the server knows all nodes, and tells a newly joined node all neighbors. server notification: the server maintains all nodes, notifies a peer of its AOI neighbors. supernode notification: selected peers with knowledge of entire region notify other regular peers. peer notification: peers mutually notify each other of new AOI neighbors. list exchange: peers exchange the neighbor list they maintain to discover new AOI neighbors. DHT query: peers form a DHT overlay, and search for relevant neighbors or supernodes for new AOI neighbors. overlay multicast: peers multicast their positions regularly to allow other nodes learn of their positions. Connectivity which other nodes does a single node connects within the P2P environment, including these types: server: each peer connects only to the server (a provisioned machine). all: each peer maintains contacts with all other nodes in the world. supernode: each peer connects to certain selected peers. AOI neighbors: each peer connects to all other nodes within the AOI. nearest neighbors: each peer connects to its nearest 1-hop neighbors (according to Voronoi/Delaunay mapping) quadrant neighbors: each peer connects with one neighbor within each of the four quadrants. tree: each peer connects to a parent node and several children nodes. mesh: each peer connects to a few nearby nodes to ensure a connected mesh Partitioning whether the entire virtual world is partitioned into various regions, including the following types: none: there's no partitioning. AOI: no explicit partitioning exists, but each node generally interacts only with their AOI neighbors. static: world is partitioned beforehand, and the partitions cannot changed during run-time. dynamic: the partitioning occurs dynamically according to loading or node density. AOI type definition of area of interest (AOI) used, including the following types: aura: sphere of interaction, if two aura intersect then interaction is mutual focus: sphere of reception (subscriber-like), the AOI indicates an area where all events within should be received nimbus: sphere of influence (publisher-like), the AOI indicates an area the node or event may affect Latencynumber of end-to-end hops to send an update message to a visible neighbor Other supportsany other functionalties supported by the scheme beyond basic P2P topology maintenance and neighbor discovery

    ApproachPublications Enhanced Point-to-point (fully-distributed) Update-Free Regions (UFR) Y. Makbily, C. Gotsman and R. Bar-Yehuda, "Geometric algorithms for message filtering in decentralized virtual environments," in Proc. of the 1999 Symp. on Interactive 3D graphics (SI3D), 1999, pp. 39 - 46. A. Goldin and C. Gotsman, "Geometric Message-Filtering Protocols for Distributed Multiagent Environments," Presence, vol. 13, no. 3, pp. 279 - 295, Jun. 2004. Frontier Sets A. Steed and C. Angus, "Frontier Sets: A Partitioning Scheme to Enable Scalable Virtual Environments," M. Alexa and E. Galin, EUROGRAPHICS 2004, Short Presentations and Interactive Demos Grenoble, France, 2004 A. Steed and C. Angus, "Supporting Scalable Peer to Peer Virtual Environments using Frontier Sets," IEEE Virtual Reality 2005 (VR2005), Bonn, Germany, March 2005. Anthony Steed and Bingshu Zhu, "An Implementation of a First-Person Game on a Hybrid Network," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 24-28. Donnybrook Ashwin Bharambe, John R. Douceur, Jacob R. Lorch, Thomas Moscibroda, Jeffrey Pang, Srinivasan Seshan, Xinyu Zhuang, "Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games," in Proc. SIGCOMM, Aug. 2008. Mutual Notification (fully-distributed) Solipsis J. Keller and G. Simon, "Towards a peer-to-peer shared virtual reality," in Proc. 22nd Int. Conf. Distributed Computing Systems (Workshops), Vienna, Austria, Jul. 2002. pp. 695-700. J. Keller and G. Simon, "Solipsis: A massively multi-participant virtual world," in Proc. Int. Conf. Parallel and Distributed Techniques and Applications (PDPTA 03), Las Vegas, NV, 2003, pp. 262-268. Voronoi-based Overlay Network (VON) S. Y. Hu and G. M. Liao, "Scalable Peer-to-Peer Networked Virtual Environment," in Proc. ACM SIGCOMM 2004 workshops on NetGames, Aug. 2004, pp. 129-133. S. Y. Hu, J. F. Chen and T. H. Chen, "VON: A Scalable Peer-to-Peer Network for Virtual Environments," IEEE Network, vol. 20, no. 4, Jul./Aug. 2006, pp. 22-31 Helge Backhaus and Stephan Krause, "Voronoi-based Adaptive Scalable Transfer revisited: Gain and Loss of a Voronoi-based Peer-to-Peer Approach for MMOG," in Proc. NetGames, Sept. 2007, pp. 49-54. Stephan Krause, "A case for mutual notification: a survey of P2P protocols for massively multiplayer online games," in Proc. 7th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames 2008), Oct. 2008. Nomad Laura Ricci and Andrea Salvadori, "Nomad: Virtual Environments on P2P Voronoi Overlays," LNCS, vol. 4806 (First International Workshop on Peer to Peer Networks, PPN 2007), Nov. 2007, pp. 911-920 Voronoi Data Management Eliya Buyukkaya and Maha Abdallah, "Data Management in Voronoi-based P2P Gaming", in Proc. IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (CCNC 2008), Jan. 2008. pSense Arne Schmieg, Michael Stieler, Sebastian Jeckel, Patric Kabus, Bettina Kemme, and Alejandro Buchmann, "pSense - Maintaining a dynamic localized peer-to-peer structure for position based multicast in games", in Proc. IEEE International Conference on Peer-to-Peer Computing (P2P'08), Sept. 2008. VoroGame Eliya Buyukkaya, Maha Abdallah, and Romain Cavagna, "VoroGame: A Hybrid P2P Architecture for Massively Multiplayer Games", in Proc. IEEE Consumer Communications and Networking Conference Special Session on Digital Entertainment, Networked Virtual Environment and Creative Technology (CCNC SS DENVECT), Jan. 2009. QuON Helge Backhaus and Stephan Krause, "QuON - a Quad-Tree Based Overlay Protocol for Distributed Virtual Worlds", in Proc. 2nd International Workshop on Massively Multiuser Virtual Environments (MMVE'09), Mar. 2009. Blue Banana (based on Solipsis) Sergey Legtchenko, Sebastien Monnet, and Gael Thomas, "Blue Banana: resilience to avatar mobility in distributed MMOGs," in Proc. The 40th Annual IEEE/IFIP International Conference on Dependable Systems and Networks (DSN 2010), July 2010. Neighbor-list Exchange (fully-distributed) P2P Message Exchange Y. Kawahara, H. Morikawa, and T. Aoyama, "A Peer-to-Peer Message Exchange Scheme for Large Scale Networked Virtual Environments," in Proc. of 8th IEEE Int. Conf. on Communications Systems (ICCS 2002), November 2002. Y. Kawahara, T. Aoyama, and H. Morikawa, "A peer-to-peer message exchange scheme for large-scale networked virtual environments," Telecommunication Systems, vol. 25, no. 3-4, pp. 353-370, 2004. (with DHT) N. Matsumoto, Y. Kawahara, H. Morikawa, and T. Aoyama, "A scalable and low delay communication scheme for networked virtual environments," in Proc. IEEE GlobeCom Workshops of Networking Issues in Multimedia Entertainment (NIME 2004), Dec. 2004, pp. 529-535. Message Interchange Protocol J.F. Chen, W.C. Lin, H.S. Bai, and S.Y. Dai, "A Message Interchange Protocol Based on Routing Information Protocol in a Virtual World," in Proc. of 19th Int. Conf. on Advanced Information Networking and Applications (AINA 2005), pp 377-384 Zone-based coordinators (super-nodes) SimMud B. Knutsson, H. Lu, W. Xu, and B. Hopkins, "Peer-to-peer support for massively multiplayer games," in Proc. IEEE INFOCOM, Mar. 2004, pp. 96-107. Zoned Federation T. Iimura, H. Hazeyama, and Y. Kadobayashi, "Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games," in Proc. of ACM SIGCOMM 2004 workshops on NetGames '04, Aug. 2004, pp. 116-120. OPeN E. Tanin, A. Harwood, H. Samet, S. Nutanong, and M. Truong, "A serverless 3D world," in Proc. of the Symp. on Advances in Geographic Information Systems (ACM GIS), Nov. 2004, pp. 157-165. E. Tanin, D. Nayar, and H. Samet, "An Efficient Nearest Neighbor Algorithm for P2P Settings," in Proc. of the National Conf. on Digital Government Research, 2005, pp. 21-28. S. Douglas, E. Tanin, A. Harwood, and S. Karunasekera, "Enabling Massively Multi-Player Online Gaming Applications on a P2P Architecture," in Proc. IEEE Intl. Conf. Information and Automation, Dec. 2005, pp. 7-12. E. Tanin, A. Harwood, H. Samet, D. Nayar, and S. Nutanong, "Building and querying a P2P virtual world," Geoinformatica, 10(1):91-116, 2006. E. Tanin, A. Harwood, and H. Samet, "Using a Distributed Quadtree Index in Peer-to-Peer Networks," VLDB Journal, 16(2), pp. 165-178, 2007. N-Trees C. GauthierDickey, V. Lo, and D. Zappala, "Using n-trees for scalable event ordering in peer-to-peer games," in Proc. int'l. workshop on Network and operating systems support for digital audio and video (NOSSDAV '05), Jun. 2005, pp. 87-92. Distributed Event Delivery Method S. Yamamoto, Y. Murata, K. Yasumoto and M. Ito, "A distributed event delivery method with load balancing for MMORPG," in Proc. 4th ACM SIGCOMM workshop on Network and system support for games (NetGames), Oct. 2005, pp. 1-8. COVER (with mutual notification) P. Morillo, W. Moncho, J.M. Orduna and J. Duato, "Providing Full Awareness to Distributed Virtual Environments Based on Peer-To-Peer Architectures," Springer LNCS, vol. 4035 (CGI'06), Jun. 2006, pp. 336-347. S. Rueda, P. Morillo and J. M. Orduna, "A comparative study of awareness methods for peer-to-peer distributed virtual environments," Comp. Anim. Virtual Worlds, vol. 19, pp. 537¡V552, 2008. RAP Ken Endo, Yang Yang, and Zhunping Zhang, "RAP: Reliable Peer to Peer Network Gaming Environment using Overlapped Map Tessellation," Technical Report (MIT Course Project 6.824), 2006. Peer Clustering Alvin Chen and Richard R. Muntz, "Peer Clustering: A Hybrid Approach to Distributed Virtual Environments," in Proc. Netgames, Oct. 2006. DSID H.-H. Lee and C.-H. Sun, "Load-balancing for Peer-to-peer Networked Virtual Environment," in Proc. Netgames, Oct. 2006. PastryMMOG Thorsten Hampel, Thomas Bopp, and Robert Hinn, "A Peer-to-Peer Architecture for Massive Multiplayer Online Games," in Proc. Netgames, Oct. 2006. Peers@Play Gregor Schiele, Richard Suselbeck, Arno Wacker, Joerg Haehner, Christian Becker, and Torben Weis, "Requirements of Peer-to-Peer-based Massively Multiplayer Online Gaming," in Proc. CCGRID 2007, May 2007. Gregor Schiele, Richard Suselbeck, Arno Wacker, Tonio Triebel, and Christian Becker, "Consistency Management for Peer-to-Peer-based Massively Multiuser Virtual Environments," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 14--18. VSM Shun-Yun Hu, Shao-Chen Chang, and Jehn-Ruey Jiang, "Voronoi State Management for Peer-to-Peer Massively Multiplayer Online Games," in Proc. 4th IEEE Intl. Workshop on Networking Issues in Multimedia Entertainment (NIME 2008), Jan. 2008. Solipsis 2 D. Frey, J. Royan, R. Piegay, A.-M. Kermarrec, E. Anceaume, and F. Le Fessant, "Solipsis: A Decentralized Architecture for Virtual Environments," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 29--33. P2P Second Life Matteo Varvello, Christophe Diot, and Ernst Biersack, "P2P Second Life: experimental validation using Kad," in Proc. INFOCOM, Apr. 2009. Overlay Multicast (fully-distributed) Delaunay-VCS Masaaki Ohnishi, Ryo Nishide, and Shinichi Ueshima, "Incremental Construction of Delaunay Overlaid Network for Virtual Collaborative Space," in Proc. C5, Jan. 2005, pp. 75- 82 Hiroaki Kato, Takayuki Eguchi, Masaaki Ohnishi, and Shinichi Ueshima, "Autonomous Generation of Spherical P2P Delaunay Network for Global Internet Applications," in Proc. C5, Jan. 2006, pp. 184 - 191 Masaaki Ohnishi, Shinji Tsuboi, Masao Hirayama, Takayuki Eguchi, and Shinichi Ueshima, "Distributive generation algorithm of long range contact for remote spatial-data access on p2p delaunay netowork," in Proc. C5, Jan. 2007, pp. 145--152. Shinji Tsuboi, Tomoteru Oku, Masaaki Ohnishi, and Shinichi Ueshima, "Generating Skip Delaunay Network for P2P Geocasting," in Proc. Creating, Connecting and Collaborating through Computing (C5 '08), Jan. 2008. Ryo Nishide, Dai Ito, Masaaki Ohnishi, and Shinichi Ueshima, "Data Aggregation Method for View Range Computation on P2P-based VCS," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 19--23. APOLO J. Lee, H. Lee, S. Ihm, T. Gim, and J. Song, "APOLO: Ad-hoc Peer-to-Peer Overlay Network for Massively Multi-player Online Games," KAIST Technical Report, CS-TR-2005-248, Dec. 2005. DN Clustering Matteo Varvello, Ernst Biersack, and Christophe Diot, "Dynamic Clustering in Delaunay-Based P2P Networked Virtual Environments," in Proc. NetGames, Sept. 2007, pp. 105-110. VON Forwarding Jui-Fa Chen, Wei-Chuan Lin, Tsu-Han Chen, and Shun-Yun Hu, "A Forwarding Model for Voronoi-based Overlay Network," in Proc. 13th International Conference on Parallel and Distributed Systems (ICPADS 2007) workshop P2P-NVE 2007, Dec. 2007. QuadCast Jehn-Ruey Jiang and Hung-Shiang Chen, "Peer-to-Peer AOI Voice Chatting for Massively Multiplayer Online Games," in Proc. 13th International Conference on Parallel and Distributed Systems (ICPADS 2007) workshop P2P-NVE 2007, Dec. 2007. VoroCast Jehn-Ruey Jiang, Yu-Li Huang, and Shun-Yun Hu, "Scalable AOI-Cast for Peer-to-Peer Networked Virtual Environments," in Proc. 28th International Conference on Distributed Computing Systems Workshops (ICDCSW) Cooperative Distributed Systems (CDS), Jun. 2008. Voronoi AOI-cast Luca Genovali and Laura Ricci, "AOI-Cast Strategies for P2P Massively Multiplayer Online Games," in Proc. 6th Annual IEEE Concumer Communications and Networking Conference (CCNC), Networked Interactive Multimedia Entertainement (NIME) Workshop, Jan. 2009. Distributed Avatar Management Matteo Varvello, Stefano Ferrari, Ernst Biersack, Christophe Diot, "Distributed Avatar Management for Second Life," in Proc. 8th Annual Workshop on Network and Systems Support for Games (NetGames 2009), Nov. 2009. Client-server Hybrid Federated Peer-to-peer D. Bauer and S. Rooney, "The Performance of Software Multicast-Reflector Implementations for Multi-Player Online Games," in Proc. of the Fifth Int. Workshop on Networked Group Communications (NGC'03), Munich, Germany, 2003 S. Rooney, D. Bauer, and R. Deydier, "A federated peer-to-peer network game architecture," IEEE Commun. Mag., vol. 42, no. 5, pp. 114 - 122, 2004. Time Prisoner (JXTA and Java) M. Merabti and A. El Rhalibi, "Peer-to-peer architecture and protocol for a massively multiplayer online game," in Proc. IEEE GlobeCom Workshops of Networking Issues in Multimedia Entertainment (NIME 2004), Dec. 2004, pp. 519-528. A. El Rhalibi and M. Merabti, "Agents-based modeling for a peer-to-peer MMOG architecture," Computers in Entertainment (CIE), vol. 3, no. 2, Apr. 2005, pp. 1 - 19. A. El Rhalibi and M. Merabti, "Interest management and scalability issues in P2P MMOG," in Proc. IEEE CCNC 2006 International Workshop on Networking Issues in Multimedia Entertainment (NIME 2006), Jan. 2006, vol. 2, pp. 1188 - 1192 HYMS Kyungchul Kim, Ikjun Yeom and Joonwon Lee, "HYMS: A Hybrid MMOG Server Architecture," IEICE Transactions on information and Systems, vol.E87-D, no.12, pp.2706-2713, Dec. 2004. Colyseus A. Bharambe, J. Pang and S. Seshan, "Colyseus: A Distributed Architecture for Multiplayer Games," in Proc. ACM/USENIX NSDI, May 2006. RelayNode Shin Ito, Hajime Sogawa, Hiroki Saito, and Yoshito Tobe, "A Propagation of Virtual Space Information Using a Peer-to-Peer Architecture for Massively Multi-Player Online Games," in Proc. IEEE MNSA, July 2006. Hydra Luther Chan, James Yong, Jiaqiang Bai, Ben Leong, and Raymond Tan, "Hydra - A Massively-Multiplayer Peer-to-Peer Architecture for the Game Developer,", in Proc. Netgames 2007, Sept. 2007, pp. 37-42. DS2M Dewan Tanvir Ahmed, Shervin Shirmohammadi, and Jauvane C. de Oliveira, "State Management in Large Scale Group Communication,", in Proc. IEEE Int. Conference on Signal Processing and Communication, Nov. 2007. HyperVerse Jean Botev, Alexander Hohfeld, Hermann Schloss, Ingo Scholtes, and Markus Esch, "The HyperVerse - Concepts for a Federated and Torrent-Based '3D Web'," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 34--39. Markus Esch, Jean Botev, Hermann Schloss, Ingo Scholtes, "GP3 - A Distributed Grid-based Spatial Index Infrastructure for Massive Multiuser Virtual Environments," in Proc. 14th International Conference on Parallel and Distributed Systems (ICPADS 2008) workshop (P2PNVE 2008), Melbourne, Victoria, Australia, December 2008. Area of Propagation Richard Sueselbeck, Gregor Schiele, Sebastian Seitz, and Christian Becker, "Adaptive Update Propagation for Low-Latency Massively Multi-User Virtual Environments," in Proceedings of the 18th International Conference on Computer Communications and Networks (ICCCN 2009), San Francisco, USA, August 2009. P2P Hybrid (super-nodes) MOPAR A. Yu and S. T. Vuong, "MOPAR: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games," in Proc. of Int. Workshop. on Network and Operating System Support for Digital Audio and Video (NOSSDAV 2005), Washington, USA, 2005, pp. 99-104. Mediator Lu Fan, Hamish Taylor, and Phil Trinder, "Mediator: A Design Framework for P2P MMOGs," in Proc. 6th Annual Workshop on Network and Systems Support for Games (Netgames 2007), Melbourne, Australia, Sept. 2007, pp. 43-48. Lu Fan, Hamish Taylor, and Phil Trinder, "Deadline-Driven Auctions for NPC Host Allocation in P2P MMOGs," in Proc. 2nd International Workshop on Massively Multiuser Virtual Environments (MMVE'09), Mar. 2009. Prediction Binary Tree Gennaro Cordasco, Rosario De Chiara, Ugo Erra, and Vittorio Scarano, "Some Considerations on the Design of a P2P Infrastructure for Massive Simulations," in Proc. IEEE International Conference on Ultra Modern Telecommunication (ICUMT 2009) P2P-DVE special session, St.-Petersburg, Russia, Oct. 2009. Cloud Hybrid VN-Cloud Emanuele Carlini, Massimo Coppola, and Laura Ricci, "Integration of P2P and Clouds to Support Massively Multiuser Virtual Environments," in Proc. The 9th Annual Workshop on Network and Systems Support for Games (NetGames 2010, MMVE session), Nov. 2010. Mobile P2P Real Tournament D. J. McCaffery and J. Finney, "The need for real time consistency management in P2P mobile gaming environments," in Proc. 2004 ACM SIGCHI Int'l. Conf. on Advances in computer entertainment technology (ACE 2004), Jun. 2004, pp. 203-211 Server-cluster P2P P2P-Infrastructure S. Rieche, M. Fouquet, H. Niedermayer, L. Petrak, K. Wehrle, and G. Carle, "Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games," Technical Report, WSI-2006-04, Wilhelm-Schickard-Institute for Computer Science, University of Tubingen, Aug. 2006. S. Rieche, K. Wehrle, M. Fouquet, H. Niedermayer, L. Petrak, and G. Carle, "Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games," in Proc. 4th Annual IEEE Consumer Communications and Networking Conference (CCNC 2007), Jan. 2007. Simon Rieche, Klaus Wehrle, Marc Fouquet, Heiko Niedermayer, Timo Teifel, and Georg Carle, "Clustering Players for Load Balancing in Virtual Worlds," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 9--13 Simulators Pigeon Zhizhi Zhou, Hao Wang, Jin Zhou, Li Tang, Kai Li, Weibo Zheng, and Meiqi Fang, "Pigeon: a framework for testing peer-to-peer massively multiplayer online games over heterogeneous network," in Proc. 3rd IEEE Consumer Communications and Networking Conference (CCNC 2006), Jan. 2006, pp. 1028- 1032 NGS S. Webb, W. Lau, and S Soh, "NGS: An application layer network game simulator," in Proc. Joint International Conference on CyberGames and Interactive Entertainment (CGIE2006), Dec. 2006. OverSim Ingmar Baumgart, Bernhard Heep, and Stephan Krause, "OverSim: A Flexible Overlay Network Simulation Framework," in Proc. IEEE Global Internet Symposium (GI '07), May 2007 P2P DVE Platform Silvia Rueda, Pedro Morillo, and Juan Manuel Orduna, "A Peer-To-Peer Platform for Simulating Distributed Virtual Environments," in Proc. 13th International Conference on Parallel and Distributed Systems (ICPADS 2007) workshop P2P-NVE 2007, Dec. 2007. Adam Jan Sablatnig, Jiehua Chen, Ruedi Seiler, Sven Grottke, Andreas Kopke, and Adam Wolisz, "Adam -- A Testbed for Distributed Virtual Environments," in Proc. The 28th International Conference on Distributed Computing Systems Workshops (ICDCSW 2008) , June 2008. HyperVerse Jean Botev, Markus Esch, Hermann Schloss, Ingo Scholtes, and Peter Sturm, "HyperVerse - Simulation and Testbed Reconciled," in Proc. 2nd International Workshop on Massively Multiuser Virtual Environments (MMVE'09), Mar. 2009. Other Topics Reputation Guan-Yu Huang, Shun-Yun Hu, and Jehn-Ruey Jiang, "Scalable Reputation Management for P2P MMOGs," in in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 3--8. Security Arno Wacker, Gregor Schiele, Sebastian Schuster, and Torben Weis, "Towards an Authentication Service for Peer-to-Peer based Massively Multiuser Virtual Environments," in Proc. 1st International Workshop on Massively Multiuser Virtual Environments (MMVE), Mar. 2008, pp. 40-45. Comparisons Silvia Rueda, Pedro Morillo, and Juan Manuel Orduna, "A Peer-To-Peer Platform for Simulating Distributed Virtual Environments," in Proc. 13th International Conference on Parallel and Distributed Systems (ICPADS 2007) workshop P2P-NVE 2007, Dec. 2007. Stephan Krause, "A case for mutual notification: a survey of P2P protocols for massively multiplayer online games," in Proc. 7th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames 2008), Oct. 2008. John L. Miller and Jon Crowcroft, "The Near-Term Feasibility of P2P MMOG's," in Proc. The 9th Annual Workshop on Network and Systems Support for Games (NetGames 2010), Nov. 2010.

Further Readings

  • Bibliography of Network Games Research (maintanied by Sheng-Wei (Kuan-Ta) Chen)
  • Mingyu Lim's Reading List
  • Massively Multiplayer Game Resources
  • Interest Management Research Repository (maintained by Robert Minson)
P2P-based Virtual Environment Projects
  • Solipsis (France Telecom R&D, France) (original site)
  • OPeN (Univ. of Melbourne, Australia)
  • Colyseus (CMU, USA)
  • HYDRA (National Univ. of Singapore, Singapore)
  • peers@play (Univ. of Mannheim, Duisburg-Essen, and Hannover, Germany)
  • WideReality
  • HyperVerse (Univ. Trier, Germany)
  • DVRMedia2 (Univ. of Guadalajara, Mexico)
Commercial P2P-based Virtual Worlds
  • Twinverse
  • Scalify's Badumna (used by VastPark)
  • ludiloom
Virtual Environment Platforms
  • The Croquet Project (Viewpoints Research Institute)
  • Virtual Object System (VOS)
  • VastPark
  • Metaplace Platform (Areae)
Commercial Virtual Worlds
  • ActiveWorlds
  • Second Life (Linden Lab)
  • There.com
  • Moove Online
  • Hipihi
  • Entropia Universe
  • Others
MMOG Middleware/Platform
  • BigWorld Technology
  • Multiverse
  • OLIVE (Forterra System)
  • NeL
  • HeroEngine
  • OpenSkies
  • Eterna (Quazal)
  • Emergent Game Tech (previously Butterfly.net)
Voronoi Diagram / Delaunay Triangulation Overlays
  • Voronoi Diagrams & Delaunay Triangulation (brief intro to Voronoi diagrams)
  • VoroGlide (A useful java applet to play around with Voronoi diagrams)
  • HyperCast (Application-Layer Multicast with Delaunay Triangulations)
  • 3D Voronoi (paper titled: "Distributed Dynamic Delaunay Triangulations in d-Dimensional Spaces")
P2P Virtual Worlds Discussions / Articles
  • Solipsis on TerraNova
  • Solipsis on Slashdot
  • New P2P technology (Outback Online) (GameDev)
  • Why everyone develop MMORPG in client/server mode? (GameDev)
  • Peer-to-Peer Virtual Worlds (MIT Technology Review)
 

any questions/comments/inquiries? please contact us


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Last modified: March 31 2011.

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