Bandwidth- and Latency-Aware Peer-to-Peer FriendCast for Online Social Networks |
The Online Social Network (OSN) is more and more popular recently; people use it to interact with each other for the purpose of social intercourse. The Client/Server-based OSN architecture brings about the bottleneck of bandwidth and computation limitation, leading to the scalability problem. This paper proposes a new bandwidth- and latency-aware peer-to-peer FriendCast scheme applied to a P2P-based online social network. In this scheme, every user builds a FriendCast tree covering all of his friends. A server is responsible for only lightweight tasks, like registering, logining, and storing some information of peers to speed up the tree construction. Peers register to the server and obtain network coordinates to join the system. Since the data delivery latency between two peers is proportional to the distance of their coordinates, the two peers can estimate the latency between them by the coordinates. We also propose an Available Out-Degree Estimation (AODE) method to estimate the rational out-degree for a tree node in the FriendCast tree on the basis of the peer’s available bandwidth. According to the out-degree estimation and network coordinates, we design a greedy algorithm called Degree-Adapted Greedy Tree Algorithm (DATGA) to estimates every friend peer’s available out-degree on the basis of their uplink bandwidth, and then uses this available out-degree estimation and network coordinate as parameters to construct a FreindCast tree. Compare to other outstanding multicast tree algorithms, the evaluation of this paper shows that our scheme gains the best performance whether the limitation of network bandwidth is considered or not. |
Analysis and Characterization of Proposed Borderless Partially Centralized P2P Network |
In general, the existing P2P networks that are utilized for file sharing have two phases: searching the index and downloading the content; that are done as a centralized and distributed form respectively. In fact, in current structures, resource sharing concerned with search activities is limited to centralized and private servers. This issue causes increasing the cost and reducing the system scalability due to specific servers that stores file indexes. In our proposed model named borderless partially centralized (BLPC) P2P network, network resources are distributed over network nodes and the P2P network has no centralized server. The advantage of this network is when part of the network encounters damage, the network has the ability to continue its routine activities and service is not halted. In our plan, even for the search mechanism, there is no centralized server and the network has the ability to provide services without centralized servers. |
Dual-Path Peer-to-Peer Anonymous Approach |
There are many approaches proposed to provide anonymous peer-to-peer communications. Data sent via peer-to-peer communications is vulnerable to traffic analysis. Traffic analysis is the process of intercepting and analysing messages in order to compromise information from patterns in communications. An intruder can get information about the content of the data, the requester's and provider's identities. Anonymous approaches are designed with the following three goals: to protect the identity of provider, to protect the identity of requester and to protect the contents of transferred data between them. This article presents a new peer-to-peer approach to achieve anonymity between a requester and a provider in a hybrid peer-to-peer information-sharing environment with trusted servers called suppernode so that the provider will not be able to identify the requester and no other peers can identify the two communicating parties with certainty. This article shows that the proposed approaches improved reliability and has more security. This approach, based on onion routing and randomization, protects transferring data against traffic analysis attack. The ultimate goal of this anonymous communications approach is to allow a requester to communicate with a provider in such a manner that nobody can determine the requester’s identity and the content of transferred data. |
Load-Balancing Properties of 3D Voronoi Diagrams in Peer-to-Peer Virtual Environments |
Balancing communication workloads is a perennial performance issue in the area of Distributed Virtual Environments (DVE). The stringent time constraints of Multiplayer Online Games (MOG) complicate efforts to effectively distribute the networking load amongst servers. This issue becomes ever more exacting, when we move towards a fully Peer-to-peer virtual world (P2P-VE). We are consequently forced to factor in the limited capabilities of ordinary peers in the network. Traditional MOGs have been built on the client-server (CS) paradigm and the industry brute-force approach of over-provisioning resources is both inelegant and non-resilient in the face of failures. Moving such systems onto P2P architectures mitigates these drawbacks significantly. Our recent application of three-dimensional Voronoi Diagrams (3D-VD) onto P2P-VEs has introduced desirable load-balancing properties in such systems. This is due to the novel use network capacity as the metric for the 3rd dimension and the subsequent use of the 3D-VD to intelligently appoint dynamic game-play arbitrators from amongst the peer population. We show, through our extensive simulations, how this approach is uniquely able to effectively and appropriately distribute load in a variety of network configurations and peer populations. Thus, the performance of the collaborating peers (and by extension, the system as a whole) is enhanced, ultimately leading to better game-play experience. |
Avatar Path Clustering on Network Virtual Environments |
With the increase of network bandwidth and the advance of 3D graphics technology, Networked Virtual Environments (NVEs) have become one of the most popular research topics. Massively Multiplayer Online Games (MMOGs), like Second Life and World of Warcraft (WoW), are well known examples of NVEs. Because users’ interests or habits may be similar, avatars, the representative of users on the NVE, may have similar behavior patterns, which leads to similar paths on the NVE. For instance, different kinds of virtual shops in Second Life attract a variety of users to drop by, and thus users with similar interests usually head toward common destinations and produce similar paths. This research proposes two avatar path clustering algorithms for NVEs, namely, Average Distance of Corresponding Points-Density Clustering (ADOCP-DC) and Longest Common Subsequence-Density Clustering (LCSS-DC). In ADOCP-DC algorithm, the path similarities are computed with the ADOCP mechanism first, and then paths are clustered with Density-Based Clustering to find users with similar paths. LCSS-DC algorithm uses the LCSS mechanism to compute the path similarities and then clusters paths with Density-Based Clustering. Both algorithms will produce a Representative Path (RP) for each cluster of paths. They can be applied to several research areas like peer-to-peer networked virtual environments (P2P-NVEs), avatar state management, avatar behavior analysis and server load balancing. Game developer can also apply the algorithms to find out popular paths for improving the game design. We take Second Life user trace data as input of the algorithms to demonstrate the algorithms’ execution. We also show how to adjust algorithm parameters to obtain high-quality path clustering. |
Cross-layer design to merge structured P2P networks over MANET |
Peer-to-peer (P2P) network is an alternative of client/server system for sharing resources, e.g. files. P2P network is a robust, distributed and fault tolerant architecture. There are basic two types of P2P networks, structured P2P network and unstructured P2P network. Each of them has its own applications and advantages. Due recent advances in wireless and mobile technology, the P2P network can be deployed over mobile ad hoc network (MANET). We consider the P2P over MANET’s scenarios where all nodes are not the members of P2P network. Most of the existing approaches for structured P2P network over MANET adopt the traditional structured P2P networks. These approaches do not consider the merging of P2P networks over MANET. Due to limited radio range and the mobility of nodes in MANET, there can occur network partition and merging of networks in the physical network. This can also lead to P2P network partition and merging We extend the ODACP, an address auto-configuration protocol, to detect the merging of physical network partitions. Then we propose an approach to efficiently merge P2P networks such that routing traffic is minimized. Considering limited radio range and mobility of nodes, the simulation results shows that CAN over MANET performs better as compared to Chord over MANET in term of routing traffic and false-negative ratio. |
2010 International Workshop on Peer-to-PeerNetworked Virtual Environments
(P2P-NVE2010)
Last modified at 2010/10/07