Help from friends: Peer-to-peer networks could help virtual worlds, such as the one shown above, comfortably host large numbers of simultaneous users.
VastPark

Communications

Peer-to-Peer Virtual Worlds

A new system is designed to handle sudden crowds.

  • Wednesday, April 16, 2008
  • By Erica Naone

Sudden crowds are part of the Internet: a blog post gets popular, and people flood in, sometimes straining servers to the breaking point. Online virtual worlds are subject to the same phenomenon, and unlike with a blog site, visitors to virtual worlds can't be spread across different servers arbitrarily, to balance the load. Friends need to be kept together, so that they can interact. Now VastPark, an Australian company that provides foundations for virtual worlds, is planning to use new technology from National ICT Australia (NICTA), a research institute, to solve this problem.

NICTA's system incorporates peer-to-peer networks, which help reduce the load of sudden crowds by getting bandwidth and processing resources from each new user who makes a demand on the network. Santosh Kulkarni, a senior researcher in the network information processing group at NICTA, says that the peer-to-peer networks will also reduce the cost of infrastructure for companies who use it in their virtual worlds, since the system allows more users to sign up for a world, without requiring the company to support them with more servers.

The typical network architecture for virtual worlds, Kulkarni says, involves central servers that control all the information flowing to and from the clients installed on users' computers. Some virtual-world architectures, such as that of Linden Lab's Second Life, stream all the information about the world from those central servers, including information about 3-D content, along with information about the position of the user's avatar. Other architectures, such as that of the Multiverse network, separate information about the look of the world from information about how avatars are interacting. Display information gets distributed with client software and stored on users' computers, reducing the amount of information that needs to pass through the central server on a regular basis. Kulkarni says that NICTA's system reduces the infrastructure required by the company hosting the world because, while the company can still run a central server that distributes client software and contains information about 3-D content, peer-to-peer networks can handle information about avatar position and character interaction.

Kulkarni says that figuring out how to map this content onto a peer-to-peer network is a completely different problem from figuring out how to divide content for common peer-to-peer applications, such as file sharing. NICTA's technology, he explains, divides the space in a virtual world into regions, and peers become responsible for hosting the regions. As the regions become more populated, they are further subdivided, and more peers become responsible for the pieces. When a user's client wants to find out about the objects around her avatar, it sends a request to the network, which finds the peer hosting her current region. That peer puts the user's computer in touch with the peers closest to her in the virtual world, who have information about her surroundings. The system also contains code to reduce the load on the network, such as an algorithm that notices clusters of users moving around the world together and consolidates their update requests into a single query.

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Shiladie

56 Comments

  • 1399 Days Ago
  • 04/16/2008

Not as big as hoped

"not suitable for games, but pretty compelling for virtual communities."

This had me dubious but hopefull for the whole article untill the paragraph stating my fears.  This system can never be put into a competetive environment due to how easily things can be spoofed if they arn't going to the central server to be checked.

On the other hand, this is absolutely amazing, allowing for large events in games like Second Life to actually take place without the EXTREME amounts of lag that happens if servers arn't prepared.

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jdknode

1 Comment

  • 1399 Days Ago
  • 04/16/2008

Croquet

Peer to peer is a logical approach for popular virtual spaces.  Tech Review wrote last summer ("Second Earth" July/August 2007) about the server dilemma at Second Life.  See:  http://www.technologyreview.com/Infotech/18911/page6/

According to the Second Life CTO (at the time) Cory Ondrejka, Linden Lab must purchase and install more than 120 servers every week to keep up. 

FYI > Croquet is already doing real time peer to peer VR.  And it is open source!  See: http://www.opencroquet.org/

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aschrock

2 Comments

  • 1399 Days Ago
  • 04/16/2008

Re: Croquet

Thanks for the link to Croquet - it looks like a step in the right direction.

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aschrock

2 Comments

  • 1399 Days Ago
  • 04/16/2008

questions of practicality

Erica, thanks for another excellent article. It makes me question possible differences in experience of peer-to-peer versus client-server virtual worlds. What would be the effect of turning off a desktop machine that is hosting a section of a virtual world? With peer-to-peer file sharing, the downside is quite minor: you have one less person offering files for download. With virtual worlds, it's unclear to me what would occur. Also, client connections may not be up to the task if they are on certain broadband connections. Cable modem connections throttle upload speeds. Again, not a big deal with the P2P example, but perhaps would be with information-rich, secondlife-style environments. Their environments are pushed to capacity, and they have the advantage of being clustered on a fast connection.

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jgilmore

1 Comment

  • 663 Days Ago
  • 04/22/2010

Re: questions of practicality

Hi, I'm doing research in this field, so I might be able to answer some of your questions.

Firstly, the issue of peers disconnecting is a very real one for P2P MMOs. The solution is to use a distributed P2P overlay for file storage like Pastry with Past. This build a distributed network storage over all peers and replicates the data in this storage space. The added redundancy, mixed with erasure codes provide for a stable storage solution for persistent data.

As for bandwidth availability, the idea is to require less bandwidth than the max upload bandwidth available. Peers publish how much extra resources they have available to share, and this is used to select peers for storage etc.. So the system tries to only give peers what they can handle.

Another large part of P2P MMOs is interest management. The idea is that you only send the players updates that affect him. This greatly reduces the bandwidth used by each peer. Also remember that a lot of the lag you see in Second Life is from the servers not able to keep up. Not network lag. If one distributes all the work to the different peers, that lag disappears.

I hope this helped somewhat to push the agenda of the P2P MMOers :-)

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