Gaming With COPS A Content Centric Communication Infrastructure for - - PDF document

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Gaming With COPS A Content Centric Communication Infrastructure for - - PDF document

Gaming With COPS A Content Centric Communication Infrastructure for Gaming Applications Authors: Jiachen Chen, Mayutan Arumaithurai, Xiaoming Fu ( University of Goettingen, Germany ), K.K. Ramakrishnan ( AT&T Labs-Research, USA )


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SLIDE 1

Gaming With COPS

A Content Centric Communication Infrastructure for Gaming Applications

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

1

Jiachen Chen, Mayutan Arumaithurai, Xiaoming Fu (University of Goettingen, Germany), K.K. Ramakrishnan (AT&T Labs-Research, USA) Authors: Presenter: Jiachen Chen

Outline

  • Motivation
  • Content-Oriented Publish/Subscribe
  • Hierarchy Creation
  • Hierarchical Publish/Subscribe
  • Conclusion & Future Work
  • Q&A

2

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.
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SLIDE 2

Outline

  • Motivation
  • Content-Oriented Publish/Subscribe
  • Hierarchy Creation
  • Hierarchical Publish/Subscribe
  • Conclusion & Future Work
  • Q&A

3

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Motivation

  • Massively Multiplayer Online Role Play Gaming

(MMORPG)

– High interactivity

  • World of Warcraft
  • Counter Strike
  • Quake

– Persistent view of the world

  • Second Life

4

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.
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SLIDE 3

Motivation

  • Communication model:

– Client-Server:

  • Server takes the responsibility for update dissemination
  • Limited server resources:

– Interactive experience – Players that interact

– P2P:

  • Peers store objects in DHT, query object state using gossip
  • Management overhead
  • Network overhead

5

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Motivation

  • Communication model:

– Client-Server:

  • Server takes the responsibility for update dissemination
  • Limited server resources:

– Interactive experience – Players that interact

– P2P:

  • Peers store objects in DHT, query object state using gossip
  • Management overhead
  • Network overhead

6

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

We need a communication infrastructure that is:

  • Decentralized
  • Aware of network topology
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SLIDE 4

Motivation

  • Map partitioning

– Quake [C/S]

  • Binary space partition

– Second Life [C/S]

  • 7,000 servers simulating 16 acres each

– Colyseus [P2P]

  • State partitioning & execution partitioning

7

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Motivation

  • Map partitioning is good for update filtering:

8

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.
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SLIDE 5

Motivation

  • But there are cases:

– Size of vision might differ according to altitude

9

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Motivation

  • But there are cases:

– Size of vision might differ according to altitude

10

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.
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SLIDE 6

Motivation

  • Hierarchical map partitioning

11

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Map Layer Region Layer Zone Layer 1/4 1/3 2/4 2/3 1/1 1/2 2/1 2/2

1 2

top

Motivation

  • The communication infrastructure should be:

– Decentralized – Topology aware – Support hierarchical map partitioning

12

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.
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SLIDE 7

Motivation

  • The communication infrastructure should be:

– Decentralized – Topology aware – Support hierarchical map partitioning

13

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Gaming over COPS (GoCOPS)

Outline

  • Motivation
  • Content-Oriented Publish/Subscribe
  • Hierarchy Creation
  • Hierarchical Publish/Subscribe
  • Conclusion & Future Work
  • Q&A

14

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.
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SLIDE 8

Content-Oriented Pub/Sub

  • Content Centric Network (CCN/NDN)

– Host centric Content Centric – Hierarchical human-readable ContentName

  • E.g. /conf/papers/NDN.pdf

– Interest & Data packets

  • Query/Response model

15

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Content-Oriented Pub/Sub

  • Content Centric Network (CCN/NDN)

– Forwarding Engine

  • Forwarding Information Base (FIB)
  • Pending Interest Table (PIT)
  • Content Store

16

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.
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SLIDE 9

Content-Oriented Pub/Sub

  • Content-Oriented Pub/Sub (COPS)

– Hierarchical Content Descriptor (CD)

  • E.g. /sports/football

– Push based dissemination

  • Rendezvous-Point based multicast

17

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

R1 R6 R2 R7 R8 R9 R3

ug.

  • g. 1 2,

2 2 g 1-2

R5 R4

3 3 4 2 1 6 8 3 2

R7

4 3 5 9 1 4 3

H1 R

4 5 1 2011 2

H H2 H Pub

3

FIB for /R7

J. J. J.

  • J. Che

he he he hen, n, n, n, , “ J

ST for /multicast/sports/football ST for /multicast/sports

Content-Oriented Pub/Sub

  • Content-Oriented Pub/Sub (COPS)

– Forwarding Engine

  • Forwarding Information Base (FIB)
  • Pending Interest Table (PIT)
  • Content Store
  • Subscription Table

18

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Prefix Face list /sports 0,1 /sports/football 1 /sports/basketball

Subscription Table

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SLIDE 10

Outline

  • Motivation
  • Content-Oriented Publish/Subscribe
  • Hierarchy Creation
  • Hierarchical Publish/Subscribe
  • Conclusion & Future Work
  • Q&A

19

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Hierarchy Creation

  • Create a leaf CD for every zone

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  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

1/4 1/3 2/4 2/3 1/1 1/2 2/1 2/2

/1/1 /1/2 /1/3 /1/4 /1 /1/1 /1/2 /1/3 /1/4 /2 /

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SLIDE 11

Hierarchy Creation

  • Create a /0 for every non-leaf CD

21

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

1/4 1/3 2/4 2/3 1/1 1/2 2/1 2/2

/1/1 /1/2 /1/3 /1/4 /1 /1/1 /1/2 /1/3 /1/4 /2 / /1/0 /2/0 /0

Hierarchy Creation

  • Create a /0 for every non-leaf CD

22

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Satellite:

Location: 0

Plane:

Location: 1/0

Soldier:

Location: 1/2

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SLIDE 12

Outline

  • Motivation
  • Content-Oriented Publish/Subscribe
  • Hierarchy Creation
  • Hierarchical Publish/Subscribe
  • Conclusion & Future Work
  • Q&A

23

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Hierarchical Publish/Subscribe

  • Publish

– Leaf CD of the area the object is in

  • Subscribe

– Area he is in – All the /0s along the hierarchy

24

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.
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SLIDE 13
  • Example

25

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Satellite:

Location: 0 Pub: /0 Sub: /

Plane:

Location: 1/0 Pub: /1/0 Sub: /1, /0

Soldier:

Location: 1/2 Pub: /1/2 Sub: /1/2, 1/0, /0

Hierarchical Publish/Subscribe Outline

  • Motivation
  • Content-Oriented Publish/Subscribe
  • Hierarchy Creation
  • Hierarchical Publish/Subscribe
  • Conclusion & Future Work
  • Q&A

26

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.
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SLIDE 14
  • GoCOPS: a communication infrastructure for gaming

– Hierarchical map partition – Decentralized – Networking-layer

27

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Conclusion

  • Networking layer:

– Automatic Rendezvous-Point load balancing

  • Application layer:

– Player offline/move support

  • Evaluation:

– Compare content oriented GoCops vs. IP server/P2P based solutions

28

  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Future Work

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SLIDE 15

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  • J. Chen, “Gaming with COPS", EuroView 2011, Aug. 1-2, 2011.

Any Questions?

Thank you!