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A Hybrid Solution to Support Multiuser 3D Virtual Simulation Environments in Peer-to-Peer Networks 在点对点网络中支持多用户3D虚拟仿真环境的混合解决方案
A. Boukerche, R. B. Araujo, Marcelo Laffranchi
One of the challenges for 3D multi-user virtual simulation environments (3D MUVEs) developers is to keep the shared virtual simulation environment synchronized among all the participating users´ terminals. Support to 3DMUVEs through traditional client-server communication model offers simpler management but can lead to bottlenecks and higher latencies. Peer-to-peer communication model, on the other hand, offers no central coordination but are more complex to manage. Current peer-to-peer networks, such as KaZaA and Gnutella, provide multimedia sharing services but do not support multiuser 3D virtual environment applications. This paper describes a solution to support 3D MUVEs in a hybrid peer-to-peer Gnutella network, which provides session control and distributed shared virtual environment synchronization. As a result of this work, two components specified by the ongoing multi-user extension to the MPEG-4 standard were implemented and integrated to the Gnutella network for control and synchonization. This solution minimizes the disadvantages of client-server, pure peer-to-peer and proxy-based models. The results show the number of users per session that can be supported with acceptable delays for tasks such as collaborative editing and for highly interactive applications such as action games.
三维多用户虚拟仿真环境(3D MUVEs)开发人员面临的挑战之一是如何在所有参与用户终端之间保持共享虚拟仿真环境的同步。通过传统的客户机-服务器通信模型支持3dmuve提供了更简单的管理,但可能导致瓶颈和更高的延迟。另一方面,点对点通信模型不提供中心协调,但管理起来更复杂。目前的点对点网络(如KaZaA和Gnutella)提供多媒体共享服务,但不支持多用户3D虚拟环境应用。本文介绍了一种在Gnutella混合型点对点网络中支持3D muve的解决方案,该方案提供会话控制和分布式共享虚拟环境同步。作为这项工作的结果,正在进行的MPEG-4标准多用户扩展指定的两个组件被实现并集成到Gnutella网络中,用于控制和同步。该解决方案最大限度地减少了客户机-服务器、纯点对点和基于代理的模型的缺点。结果显示,对于协作编辑等任务和动作游戏等高度交互的应用程序,在可接受的延迟下,每个会话可以支持的用户数量。
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引用次数: 9
Monitoring and Analyzing Performance of Networked Virtual Environments: The Case of EVE 网络虚拟环境性能监测与分析:以EVE为例
C. Bouras, E. Giannaka
This paper focuses on the performance monitoring of a networked virtual environment, called EVE, in order to identify the elements that degrade its network performance. In particular, based both on the architectural and communication model that EVE adopts in order to cope with the dynamic behavior of the network, we performed a series of experiments, taking into account the number of the connected users, the network load as well as the connection type of the users.
本文主要研究网络虚拟环境EVE的性能监控,以识别影响其网络性能的因素。特别是,基于EVE采用的架构和通信模型来应对网络的动态行为,我们进行了一系列的实验,考虑了连接用户的数量,网络负载以及用户的连接类型。
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引用次数: 2
FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games 免费模式:网络游戏的可扩展和抗欺骗分销模式
Fábio Reis Cecin, R. Real, R. D. O. Jannone, C. Geyer, M. G. Martins, J. Barbosa
State-of-the-art Massively Multiplayer Games such as EverQuest and Ultima Online are currently implemented as client-server systems. Although this approach allows the development of commercially viable MMG services, the costs associated with running a scalable client-server MMG service are often too high for small companies or research projects. This paper proposes FreeMMG, a mixed peer-to-peer and client-server approach to the distribution aspect ofMMGs. It is argued that the FreeMMG model supports scalable, cheat-resistant, massively multiplayer realtime strategy (RTS) games using a lightweight server that delegates the bulk of the game simulation to the clients. A working prototype game called FreeMMG Wizards is presented, together with some preliminary scalability test results featuring up to 300 simulated game clients connected to a FreeMMG server. The results show that the measured server traffic can be considered very low if compared with more centralized alternatives.
像《无尽的任务》和《Ultima Online》等最先进的大型多人游戏目前都是采用客户端-服务器系统。尽管这种方法允许开发商业上可行的MMG服务,但是对于小型公司或研究项目来说,运行可伸缩的客户机-服务器MMG服务的相关成本通常太高。本文提出了一种基于点对点和客户端-服务器的混合方法——FreeMMG。有人认为,FreeMMG模式支持可扩展、防作弊、大型多人实时战略(RTS)游戏,使用轻量级服务器将大部分游戏模拟委托给客户端。介绍了一款名为FreeMMG Wizards的工作原型游戏,以及一些初步的可扩展性测试结果,其中包括多达300个模拟游戏客户端连接到FreeMMG服务器。结果表明,与更集中的替代方案相比,测量的服务器流量可以被认为非常低。
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引用次数: 38
Software and Simulation Modeling for Real-Time Software-Intensive Systems 实时软件密集型系统的软件与仿真建模
Dongping Huang, H. Sarjoughian
Successful development of large-scale complex and distributed real-time systems commonly relies on models developed separately for simulation studies and software implementation. Systems theory provides sound modeling principles to characterize structural and behavioral aspects of systems across time and space. The behavior of these models can be observed using simulation protocols that can correctly interpret time-based logical dynamics. Similarly, object-orientation theories and software architecture principles enable modeling static and dynamic behavior of systems. While models described either in system-theoretic or object-orientated languages may be used for both software design and simulation modeling, each has its own strengths and weaknesses. For example, a class of system-theoretic modeling approach called Discrete-event System Specification (DEVS) provides an appropriate basis to develop simulation models exhibiting concurrent and distributed behavior. Similarly, the Unified Modeling Language with real-time (UML-RT) constructs can be used to develop software design models that can be implemented and executed. Since software models are not suitable to be used as simulation models and simulation models may not adequately lend themselves to serve as software design blueprints, it is important to examine these approaches. We show some of the key shortcomings of these simulation and software design modeling approaches by developing some detailed specifications and implementation of a coffee machine with a focus on their treatment of logical and physical time.
大型复杂和分布式实时系统的成功开发通常依赖于单独开发的模型进行仿真研究和软件实现。系统理论提供了良好的建模原则,以表征跨时间和空间的系统的结构和行为方面。可以使用能够正确解释基于时间的逻辑动态的仿真协议来观察这些模型的行为。类似地,面向对象理论和软件体系结构原则可以对系统的静态和动态行为进行建模。虽然用系统理论或面向对象语言描述的模型可以用于软件设计和仿真建模,但每种语言都有自己的优缺点。例如,一类称为离散事件系统规范(DEVS)的系统理论建模方法为开发显示并发和分布式行为的仿真模型提供了适当的基础。类似地,具有实时(UML-RT)构造的统一建模语言可用于开发可实现和执行的软件设计模型。由于软件模型不适合用作仿真模型,而仿真模型也不适合用作软件设计蓝图,所以检查这些方法是很重要的。我们通过开发咖啡机的一些详细规范和实现来展示这些仿真和软件设计建模方法的一些主要缺点,重点关注它们对逻辑和物理时间的处理。
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引用次数: 39
Load Distribution Services in HLA HLA中的负载分配服务
Gary S. H. Tan, K. C. Lim
Running a large-scale HLA-based simulation in a distributed environment may require large amounts of computing resources at geographically different locations. A simulation running for a long period of time may result in imbalance of load levels at different computing hosts, hence leading to degradation of performance. Performance typically improves if the workload can be equally distributed among the different computing hosts. However, the Run Time Infrastructure (RTI) does not have any facilities to perform load distribution to alleviate this problem. This paper describes an architecture that provides load distribution services over a multi-threaded RTI to improve the performance of HLA simulations. A new metric for measuring the workload for both optimistic and conservative simulation federates is proposed. Load distribution is achieved through federate migration by introducing mobility and reactivity to each simulation federate.
在分布式环境中运行大规模基于hla的模拟可能需要在不同地理位置的大量计算资源。长时间的模拟运行可能导致不同计算主机的负载水平不平衡,从而导致性能下降。如果工作负载可以在不同的计算主机之间平均分配,通常会提高性能。然而,运行时基础设施(RTI)没有任何工具来执行负载分配来缓解这个问题。本文描述了一个在多线程RTI上提供负载分配服务的体系结构,以提高HLA模拟的性能。提出了一种测量乐观型和保守型模拟联盟工作负载的新度量。负载分配是通过向每个模拟联邦引入移动性和反应性来实现的。
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引用次数: 30
A Revised Taxonomy for Time Warp Based Distributed Synchronization Protocols 基于时间扭曲的分布式同步协议的修订分类法
R. S. Lobato, R. S. Ulson, M. J. Santana
This paper presents an improved and updated taxonomy for Time Warp based distributed synchronization protocols. This taxonomy aims to allow the grouping of several optmistic distributed simulation synchronization protocols, with the objective to facilitate the task to decide which protocol is better for a specific simulation.
本文提出了一种改进和更新的基于时间扭曲的分布式同步协议分类法。这种分类法的目的是允许对几个乐观的分布式仿真同步协议进行分组,目的是为了便于确定哪个协议更适合特定的仿真。
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引用次数: 3
Controlling Consistency within Collaborative Virtual Environments 协同虚拟环境中的一致性控制
D. Roberts, R. Wolff
Collaborative Virtual Environments (CVE) are a form of telecommunication technology that bring together co-located or remote, participants within a spatial social and information context. Collaboration occurs between people and often around shared objects. Fruitful cooperation is helped by natural and intuitive ways of communicating and sharing, for which responsiveness and consistency are leading factors. Many CVEs maximise local responsiveness through a process of localisation and database replication, increasing responsiveness at the cost of lowering consistency. This is acceptable provided the application does not require the shared manipulation of objects. Those that do, require consistency control that provide sufficient synchronisation, ordering and update control, whilst maximising concurrence and thus the responsiveness of the system. This paper describes the major issues and principles of consistency control and demonstrates how we have applied many of these principles in three CVEs.
协作虚拟环境(CVE)是一种电信技术,它将同一地点或远程的参与者聚集在一个空间社会和信息环境中。协作发生在人与人之间,通常围绕着共享的对象。自然和直观的沟通和分享方式有助于卓有成效的合作,其中响应性和一致性是主要因素。许多cve通过本地化和数据库复制过程最大化本地响应性,以降低一致性为代价提高响应性。如果应用程序不需要共享对象操作,这是可以接受的。需要一致性控制,提供足够的同步、排序和更新控制,同时最大限度地提高并发性,从而提高系统的响应能力。本文描述了一致性控制的主要问题和原则,并演示了我们如何在三个cve中应用这些原则。
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引用次数: 36
Grid Services and Service Discovery for HLA-Based Distributed Simulation 基于hla的分布式仿真网格服务和服务发现
Wenbo Zong, Yong Wang, Wentong Cai, S. Turner
Modelling and simulation permeate all areas of business, science and engineering and increasingly complex simulation systems often require huge computing resources and data sets that are geographically distributed. The widely adopted platform for building distributed simulations is the High Level Architecture (HLA). Deficiencies associated with HLA have been well discussed in the literature. The advent of Grid technology enables the use of distributed computing resources and facilitates the access of geographically distributed data. In this paper, we propose a framework for executing large-scale distributed simulations using Grid services. The framework addresses some of the deficiencies of HLA, including dynamic discovery and resource utilization. End-users can construct large-scale distributed simulations using this framework with ease.
建模和仿真渗透到商业、科学和工程的各个领域,越来越复杂的仿真系统往往需要巨大的计算资源和地理分布的数据集。构建分布式仿真被广泛采用的平台是高级体系结构(HLA)。与HLA相关的缺陷已经在文献中得到了很好的讨论。网格技术的出现使分布式计算资源的使用成为可能,并为地理上分布的数据的访问提供了便利。在本文中,我们提出了一个使用网格服务执行大规模分布式模拟的框架。该框架解决了HLA的一些缺陷,包括动态发现和资源利用。最终用户可以使用该框架轻松构建大规模分布式模拟。
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引用次数: 27
Off-loading data distribution mananagement to network processors in HLA-based distributed simulations [mananagement read management] 基于hla的分布式仿真中网络处理器的数据分发管理[管理读管理]
Andrea Santoro, R. Fujimoto
The high level architecture (HLA) standard developed by the Department of Defense in the United States is a key technology to perform distributed simulation. Inside the HLA framework, many different simulators (termed federates) may be interconnected to create a single, more complex simulator (federation). Data distribution management (DDM) is an optional subset of services that controls which federates should receive notification of state modifications made by other federates. A simple DDM implementation usually generate much more traffic than needed, while a complex one might introduce too much overhead. In this work, we describe an approach to DDM that delegates a portion of the DDM computation to a processor on the network card, in order to provide more CPU time for other federate and RTI computations, while still being able to exploit the benefits of a complex DDM implementation to reduce the amount of information exchange.
美国国防部开发的HLA标准是实现分布式仿真的关键技术。在HLA框架内,许多不同的模拟器(称为联邦)可以相互连接以创建一个更复杂的单一模拟器(联邦)。数据分发管理(DDM)是服务的可选子集,它控制哪些联邦应该接收其他联邦所做的状态修改通知。一个简单的DDM实现通常会产生比需要更多的流量,而一个复杂的DDM实现可能会带来太多的开销。在这项工作中,我们描述了一种DDM方法,该方法将DDM计算的一部分委托给网卡上的处理器,以便为其他联邦和RTI计算提供更多的CPU时间,同时仍然能够利用复杂DDM实现的好处来减少信息交换量。
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引用次数: 4
An Architecture for Web-Services Based Interest Management in Real Time Distributed Simulation 实时分布式仿真中基于web服务的兴趣管理体系结构
K. L. Morse, R. Brunton, J. Pullen, P. McAndrews, A. Tolk, James Muguira
The Experimentation Command and Control Interface (XC2I) project has developed an architecture for a Web-service based viewer/controller for use with distributed simulations supporting military experiments. As part of this activity, a capability for Interest Management with three functions is being created. The functions are Role-Based Access Control (RBAC), Area of Interest Management (AOIM), and Aggregation Interest Management (AGIM). While the approach is compatible with High Level Architecture (HLA) for Modeling and Simulation, primary information exchange takes place using the Web services, i.e. software-to-software messaging interfaces that operate over Web protocols such as XML/SOAP. This paper presents a Web Services Internet Management (WSIM) architecture designed to achieve these capabilities in a way that is compatible with simulations using the HLA. The protocols and information flow structure are described, along with the architecture's design rationale, interest management rules, and plans for its implementation. The paper concludes with a description of potential for future development of WSIM, including adoption of the Command and Control Information Exchange Data Model (C2IEDM) and use of Overlay Multicast for data distribution.
实验命令和控制接口(XC2I)项目已经开发了一个基于web服务的查看器/控制器体系结构,用于支持军事实验的分布式模拟。作为该活动的一部分,将创建一个具有三个功能的兴趣管理功能。功能包括基于角色的访问控制(RBAC)、兴趣区域管理(AOIM)和聚合兴趣管理(AGIM)。虽然该方法与用于建模和仿真的高级体系结构(HLA)兼容,但主要的信息交换是使用Web服务进行的,即通过Web协议(如XML/SOAP)操作的软件到软件消息传递接口。本文提出了一个Web Services Internet Management (WSIM)体系结构,旨在以一种与使用HLA的模拟兼容的方式实现这些功能。描述了协议和信息流结构,以及体系结构的设计原理、兴趣管理规则和实现计划。论文最后描述了WSIM未来发展的潜力,包括采用命令与控制信息交换数据模型(C2IEDM)和使用覆盖组播进行数据分发。
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引用次数: 33
期刊
Eighth IEEE International Symposium on Distributed Simulation and Real-Time Applications
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