Multicast Tree Reconfiguration in Distributed Interactive Applications - PowerPoint PPT Presentation

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Multicast Tree Reconfiguration in Distributed Interactive Applications

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per round-trip time. 2005 P l Halvorsen, Knut-Helge Vik & Carsten Griwodz ... Currently investigating. Minimum Spanning Tree and Steiner Tree Heuristics ... – PowerPoint PPT presentation

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Title: Multicast Tree Reconfiguration in Distributed Interactive Applications


1
Multicast Tree Reconfiguration in
DistributedInteractive Applications
  • Pål Halvorsen1,2, Knut-Helge Vik1 and Carsten
    Griwodz1,2
  • 1Department of Informatics, University of Oslo,
    Norway
  • 2Simula Research Laboratory, Norway

2
Game environment
Real-World Proximity
Virtual World Proximity
  • Typical massive multiplayer online games today
  • Central server-based
  • Experience high latency
  • Physical world and virtual world locality are
    unrelated

3
Game environment
Asia
Europe
North America
  • Example 1 hour trace of one region of Anarchy
    Online
  • Here Most action in Europe
  • At other times of day the center of action shifts
  • Average latency could be reduced considerably

4
Reducing the worst-case latency
  • For average area of interest find a node that
    improves average latency
  • Let this leader node handle state on behalf of
    the server
  • Variation of the central server approach
  • Remaining problem
  • Network utilization
  • This leader node is probably less powerful than
    the server
  • Games traffic is not adaptive

S
L
Transfer state
5
Non-adaptive games traffic
  • Games traffic UDP or TCP
  • UDP is not adaptive
  • TCP games traffic is not either !!!

Number of packetsper round-trip time
  • Games connections are so thin that TCPs
    congestion control does not apply
  • We should conserve network resources

6
Reducing tree cost
  • Tree structure saves resources
  • Alleviates the communication overhead
  • Best results Minimum Spanning Tree (MST) or
    Steiner Minimum Tree (SMT)
  • Tree computation necessary for each join and
    leave
  • MST and SMT computations are
  • Too slow
  • Usually centralized
  • Need fast heuristics

S
L
Transfer state
Lowerworst-casedelay
L
n
New node enters
7
Various Join operations
all LEAVE operations remain in the graph until
degree is 2 or less
8
Effects of Join operations
  • Tested on several topologies generated using
    BRITE
  • Here several iterations of groups with
    Zipf-distributed popularities

Time for entering a group
Sum of all edge delays
  • When groups are small
  • complex algorithms are faster than simple ones
  • complex algorithms provide better results

9
Effects of Join operations
  • Tested on several topologies generated using
    BRITE
  • Here several iterations of groups with
    Zipf-distributed popularities

Time for entering a group
Sum of all edge delays
  • When groups are large and constantly changing
  • connect best takes too long without any
    performance gain
  • cost of more complex algorithms decreases quickly

10
Effects of Join operations
  • Tested on several topologies generated using
    BRITE
  • Here several iterations of groups with
    Zipf-distributed popularities

Time for entering a group
Sum of all edge delays
  • When groups are very large and constantly
    changing
  • nearly all nodes remain in the graph because we
  • do allow nodes to leave only when they 2 or
    fewer neighbors

11
Conclusions
  • Join operation by itself is not sufficient to
    define a tree
  • Fast join operation is preferable for small
    groups
  • Cost-conscious join operations are preferable for
    large groups
  • Currently investigating
  • Minimum Spanning Tree and Steiner Tree Heuristics
  • Goal is to evaluate some that areDistributed and
    Dynamic
  • Compare then with simple Join approaches
  • Future work
  • Resilience through pre-defined backup paths
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