Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3231053.3231056acmotherconferencesArticle/Chapter ViewAbstractPublication PagesicfndsConference Proceedingsconference-collections
research-article

Quicker re-allocation of regions in opensimulator framework

Published: 26 June 2018 Publication History

Abstract

Scalability is one of the major issues to cope with, in digital spaces, called virtual worlds, usually parallel and distributed in nature. In our previous work, we developed a framework for scaling these environments to cope with issues in static and dynamic methods already in use for scalability. It was implemented using the OpenSimulator framework, which switches-off a region before a transfer and brings it back after the successful re-allocation. The players in the transferring region are moved to an intermediate region during the transfer. Extended removal strategies for the OpenSimulator framework were developed that significantly reduced the time taken by the re-allocation process. In this work, we introduce parallel alternatives to the current sequential approaches for content load and players' transfer activities of the re-allocation process. The basic aim is to make the re-allocation process more faster. The extended mechanisms exploit the parallelism of the existing multi-core architectures by using parallel programming constructs of C# language. The evaluation results demonstrated improvement of the extended methods against the sequential approaches. The time needed to re-allocate a region is greatly reduced compared with existing methods, when the extended approaches are incorporated into the re-allocation process.

References

[1]
Thomas M. Malaby. 2009. Making Virtual Worlds: Linden Lab and Second Life (first ed.). Cornell University Press, Ithaca, United States.
[2]
Paul A. Fishwick. 2009. An Introduction to OpenSimulator and Virtual Environment Agent-based M&S Applications. In Winter Simulation Conference (WSC '09). 177--183. 978-1-4244-5771-7
[3]
Charles J. Lesko and Yolanda A. Hollingsworth. 2013. Architecting Scalable Academic Virtual World Grids: A Case Utilizing Open-Simulator. Journal For Virtual Worlds Research 6, 1 (2013).
[4]
Marko Hakonen and Petra Bosch-Sijtsema. 2014. Virtual Worlds Enabling Distributed Collaboration. Journal For Virtual Worlds Research 7, 3 (2014). 1941--8477 https://journals.tdl.org/jvwr/index.php/jvwr/article/view/6158
[5]
R.M. Fujimoto, K.S. Perumalla, and G.F. Riley. 2007. Network Simulation. Morgan & Claypool Publishers. 9781598291100 https://books.google.com.pk/books?id=YAFxmw6FHXAC
[6]
Richard M. Fujimoto. 2001. Parallel and Distribution Simulation Systems. In 2001 Winter Simulation Conference. 147--157.
[7]
Dan Lake, Mic Bowman, and Huaiyu Liu. 2010. Distributed Scene Graph to Enable Thousands of Interacting Users in a Virtual Environment. In Proceedings of the 9th Annual Workshop on Network and Systems Support for Games (NetGames '10). IEEE Press, Piscataway, NJ, USA, Article 19, 19:1--19:6 pages. 978-1-4244-8355-6
[8]
Michael Rymaszewski, Wagner James Au, Mark Wallace, Catherine Winters, Cory Ondrejka, Benjamin Batstone-Cunningham, and Philip Rosedale. 2006. Second Life: The Official Guide. Wiley Publishing, Hoboken, New Jersey.
[9]
N. Gupta, A. Demers, J. Gehrke, P. Unterbrunner, and W. White. 2009. Scalability for Virtual Worlds. In Proceedings of the 2009 IEEE International Conference on Data Engineering (ICDE '09). 1311--1314.
[10]
H. Liu and M. Bowman. 2010. Scale Virtual Worlds through Dynamic Load Balancing. In DS-RT '10: Proceedings of the 2010 14th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications. IEEE Computer Society, Washington, DC, USA, 43--52. 978-1-4244-8651-9
[11]
Umar Farooq. 2012. The Design of a Contemporary Infrastruture for Scalable and Consistent Virtual Worlds. Ph.D. Dissertation. School of Computing Sciences - University of East Anglia, Norwich, UK.
[12]
Tianqi Wang, Cho-Li Wang, and Francis C. Lau. 2006. An Architecture to Support Scalable Distributed Virtual Environment Systems on Grid. Journal of Supercomputing 36, 3 (June 2006), 249--264. 0920--8542
[13]
S. Bera, S. Misra, and J.J.P.C. Rodrigues. 2015. Cloud Computing Applications for Smart Grid: A Survey. Parallel and Distributed Systems, IEEE Transactions on 26, 5 (May 2015), 1477--1494. 1045--9219
[14]
Abdennour El Rhalibi, Madjid Merabti, and Yuanyuan Shen. 2006. AoIM in Peer-to-Peer Multiplayer Online Games. In ACM SIGCHI International conference on Advances in computer entertainment technology. ACM New York, NY, USA, Hollywood, California.
[15]
Ashwin Bharambe, Jeffrey Pang, and Srinivasan Seshan. 2006. Colyseus: A Distributed Architecture for Online Multiplayer Games. In Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3 (NSDI'06). USENIX Association, Berkeley, CA, USA, 12--12. http://portal.acm.org/citation.cfm?id=1267680.1267692
[16]
Thorsten Hampel, Thomas Bopp, and Robert Hinn. 2006. A Peer-to-Peer Architecture for Massive Multiplayer Online Games. In Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames '06). ACM, New York, NY, USA. 1-59593-589-4
[17]
Dewan Tanvir Ahmed and Shervin Shirmohammadi. 2008. A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs. In DS-RT '08: Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications. IEEE Computer Society, Washington, DC, USA, 27--34. 978-0-7695-3425-1
[18]
Umar Farooq and John Glauert. 2011. Scalable Virtual Worlds: An Extension to the OpenSim Architecture. In ICCNIT '11: Proceedings of the IEEE International Conference on Computer Networks and Information Technology. 29--34.
[19]
Luther Chan, James Yong, Jiaqiang Bai, Ben Leong, and Raymond Tan. 2007. Hydra: A Massively-Multiplayer Peer-to-Peer Architecture for the Game Developer. In Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games (NetGames '07). ACM, New York, NY, USA, 37--42. 978-0-9804460-0-5
[20]
P. Rosedale and C. Ondrejka. 2003. Enabling Player Created Online Worlds with Grid Computing and Streaming. Gamasutra., 5 pages.
[21]
R. Buyya, D. Abramson, and J. Giddy. 2000. An Economy Driven Resource Management Architecture for Global Computation Power Grids. In Proceedings of the 2000 International Conference on Parallel and Distributed Processing Techniques and Applications (PDPTA 2000). CSREA Press, Las Vegas, USA, 239--248.
[22]
K. Prasetya and Z. D. Wu. 2008. Performance Analysis of Game World Partitioning Methods for Multiplayer Mobile Gaming. In Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames '08). ACM, New York, NY, USA, 72--77. 978-1-60558-132-3
[23]
H. Liu, M. Bowman, R. Adams, J. Hurliman, and D. Lake. 2010. Scaling Virtual Worlds: Simulation Requirements and Challenges. In Proceedings of the 2010 Winter Simulation Conference (WSC '10). 778--790.
[24]
F. Chang, C.M. Bowman, and W. Feng. 2010. XPU: A Distributed Architecture for Metaverses. Technical Report. Department of Computer Science, Portland State University. Technical Report 10--04.
[25]
Beob Kyun Kim and Kang Soo You. 2006. A Hierarchical Map Partition Method in MMORPG based on Virtual Map. In Frontiers of High Performance Computing and Networking - ISPA 2006 Workshops. Lecture Notes in Computer Science, Vol. 4331/2006. Springer Berlin/Heidelberg, 813--822.
[26]
A. M. Burlamaqui, M. A. M.S. Oliveira, A. M. G. Goncalves, G. Lemos, and J. C. De Oliveira. 2006. A Scalable Hierarchical Architecture for Large Scale Multi User Virtual Environments. In IEEE International Conference on Virtual Environment, Human Computer Interfaces and Measurement Systems. 114--119.
[27]
Rajesh Krishna Balan, Maria Ebling, Paul Castro, and Archan Misra. 2005. Matrix: Adaptive Middleware for Distributed Multi-player Games. Lecture Notes in Computer Science, Vol. 3790/2005. Springer Berlin/Heidelberg, 390--400.
[28]
Mike Mazur. 2017. Load Balancer Project. http://forge.opensimulator.org/gf/project/loadbalancer/ Accessed: October, 2017.
[29]
Umar Farooq and John Glauert. 2017. Faster dynamic spatial partitioning in OpenSimulator. Virtual Reality 21, 4 (2017), 193--202.
[30]
Umar Farooq and John Glauert. 2017. Integrating dynamic scalability into the OpenSimulator framework. Simulation Modelling Practice and Theory 72 (2017), 118--130.
[31]
Intel. 2017. Intel Dual Core Processors for Desktop Computers. http://ark.intel.com/products/family/84980/5th-Generation-Intel-Core-i5-Processors#@Desktop Accessed: October, 2017.
[32]
Intel. 2017. Intel Core i5 Processors for Desktop Computers. http://ark.intel.com/products/family/84980/5th-Generation-Intel-Core-i5-Processors#@Desktop Accessed: October, 2017.
[33]
Intel. 2017. Intel Octa Core Processors. http://ark.intel.com/products/82930/ Accessed: October, 2017.
[34]
Intel. 2017. Intel Core i5 Processors for Mobile Computers. http://ark.intel.com/products/family/84980/5th-Generation-Intel-Core-i5-Processors#@Mobile Accessed: October, 2017.
[35]
David Money Harris and Sara L. Harris. 2013. Digital Design and Computer Architecture. Elseveir Inc. 978-0-12-394424-5
[36]
MSDN. 2017. The Sequential For Loop. http://www.msdn.microsoft.com/en-us/library/. Accessed: October, 2017.
[37]
C. Nagel, B. Evjen, J. Glynn, M. Skinner, and K. Watson. 2011. Professional C# 2008. Wiley. 9781118059463 https://books.google.com.pk/books?id=T55LdXq6rB0C
[38]
MSDN. 2017. Parallel Programming in the .NET Framework. https://msdn.microsoft.com/en-us/library/ff963552.aspx/ Accessed: October, 2017.
[39]
Hans-Wolfgang Loidl. 2015. Parallel Programming in C#. School of Mathematical and Computer Sciences, Heriot-Watt University, Edinburgh. Lecture Notes.
[40]
MSDN. 2017. Range Partitioning. http://www.msdn.microsoft.com/en-us/library/. Accessed: October, 2017.
[41]
MSDN. 2017. Custom Partitioners for PLINQ and TPL. https://msdn.microsoft.com/en-us/library/dd997411%28v=vs.110%29.aspx Accessed: October, 2017.
[42]
ARL-STTC. 2017. IST-OpenSim Archive (OAR). http://www.outworldz.com/Sculpts/cgi/files/IST%20OAR/ Accessed: October, 2017.
[43]
Cuteulala Artis. 2017. Alfea 3 - OpenSim Archive (OAR). http://www.outworldz.com/Sculpts/cgi/files/alfea3%20OAR/ Accessed: October, 2017.
[44]
Cuteulala Artis. 2017. Epic-Citadel OpenSim Archive (OAR). http://www.outworldz.com/Sculpts/cgi/files/Epic-Citadel-OAR/ Accessed: October, 2017.
[45]
Edin.Uni. 2017. Open Virtual Collaboration Environment (Open-VCE.net). http://openvce.net Accessed: October, 2017.
[46]
Ruben Haan. 2017. Gone City OpenSim Archive (OAR). http://www.outworldz.com/Sculpts/cgi/files/Gone%20City%20OAR/ Accessed: October, 2017.

Cited By

View all
  • (2020)Linking the Present and Past in Virtual Worlds: A Case Study of Development and Navigation2019 International Conference on Advances in the Emerging Computing Technologies (AECT)10.1109/AECT47998.2020.9194184(1-6)Online publication date: Mar-2020

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
ICFNDS '18: Proceedings of the 2nd International Conference on Future Networks and Distributed Systems
June 2018
469 pages
ISBN:9781450364287
DOI:10.1145/3231053
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 June 2018

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. opensimulator
  2. parallel architectures
  3. parallel programming constructs
  4. scalability
  5. virtual worlds

Qualifiers

  • Research-article

Conference

ICFNDS'18

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)2
  • Downloads (Last 6 weeks)0
Reflects downloads up to 24 Sep 2024

Other Metrics

Citations

Cited By

View all
  • (2020)Linking the Present and Past in Virtual Worlds: A Case Study of Development and Navigation2019 International Conference on Advances in the Emerging Computing Technologies (AECT)10.1109/AECT47998.2020.9194184(1-6)Online publication date: Mar-2020

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media