Uninterruptible Play in Virtual Node-based Virtual Worlds

For scalability, reliability and cost reduction, virtual environment has been evolved from the client-server model, peer-to-peer model, to the virtual node-based hybrid model. When objects are hosted by unreliable nodes, replication is applied for reliability. An important problem is to maintain replica consistency in interaction, while to minimize interaction latency in play. We propose a fast state machine replication model to address this issue. Besides correctness, our simulation shows the achievable high responsiveness. The work can also be applied in augmented and mixed reality systems, where hundreds of users interact with virtual elements on a common platform.

[1]  David L. Mills,et al.  Internet time synchronization: the network time protocol , 1991, IEEE Trans. Commun..

[2]  Gwendal Simon,et al.  A survey of peer-to-peer overlay approaches for networked virtual environments , 2015, Peer-to-Peer Netw. Appl..

[3]  Laura Ricci,et al.  Integrating peer-to-peer and cloud computing for massively multiuser online games , 2015, Peer-to-Peer Netw. Appl..

[4]  Georg Carle,et al.  On the Applicability of Knowledge Based NAT-Traversal for Home Networks , 2008, Networking.

[5]  Fred B. Schneider,et al.  Implementing fault-tolerant services using the state machine approach: a tutorial , 1990, CSUR.

[6]  Bettina Kemme,et al.  Peer-to-peer architectures for massively multiplayer online games: A Survey , 2013, CSUR.

[7]  Honghui Lu,et al.  Peer-to-peer support for massively multiplayer games , 2004, IEEE INFOCOM 2004.

[8]  Nancy A. Lynch,et al.  Brewer's conjecture and the feasibility of consistent, available, partition-tolerant web services , 2002, SIGA.

[9]  Marcos K. Aguilera,et al.  Efficient atomic broadcast using deterministic merge , 2000, PODC '00.

[10]  Srinivasan Seshan,et al.  Colyseus: A Distributed Architecture for Online Multiplayer Games , 2006, NSDI.

[11]  Georg Carle,et al.  Behavior and classification of NAT devices and implications for NAT traversal , 2008, IEEE Network.

[12]  Herman Arnold Engelbrecht,et al.  Pithos: Distributed Storage for Massive Multi-User Virtual Environments , 2017, ACM Trans. Multim. Comput. Commun. Appl..

[13]  Jingzhi Guo,et al.  Cost optimization in persistent virtual world design , 2018, Inf. Technol. Manag..

[14]  Amir H. Payberah,et al.  NATCloud: cloud-assisted NAT-traversal service , 2016, SAC.

[15]  Laura Ricci,et al.  Integration of P2P and Clouds to support Massively Multiuser Virtual Environments , 2010, 2010 9th Annual Workshop on Network and Systems Support for Games.

[16]  Laura Ricci,et al.  Nomad: Virtual Environments on P2P Voronoi Overlays , 2007, OTM Workshops.

[17]  Bryan Ford,et al.  Peer-to-Peer Communication Across Network Address Translators , 2005, USENIX Annual Technical Conference, General Track.

[18]  André Schiper,et al.  Lightweight causal and atomic group multicast , 1991, TOCS.

[19]  Johan A. Pouwelse,et al.  UDP NAT and Firewall Puncturing in the Wild , 2011, Networking.

[20]  Shun-Yun Hu,et al.  VON: a scalable peer-to-peer network for virtual environments , 2006, IEEE Network.