Communications

Peer-to-Peer Virtual Worlds

(Page 2 of 2)

  • Wednesday, April 16, 2008
  • By Erica Naone

"The neat thing about peer-to-peer," says Kulkarni, "is that you only need to know about a few peers around you. Once you know that, then you can learn more and more and find out about all the other objects, and this way, you can scale to an unlimited number of users."

There are other efforts at developing peer-to-peer networks for virtual worlds, such as Solipsis and VAST. These systems use different algorithms to map virtual worlds to peer-to-peer. VastPark CEO Bruce Joy says that the company chose to incorporate NICTA's technology because it meshes well with VastPark's existing structure. "We were trying to [figure out] how to make small spaces that connect together in order to form massive environments," Joy says. NICTA's approach involved subdividing a space so that it could be run by users and scaled as large as necessary. Joy says that initially, he thought the ideas were opposites, but he eventually came to see them as complementary.

Wu-chang Feng, an associate professor of computer science at Portland State University, who researches the network architecture of virtual worlds, says that NICTA's technology is "not suitable for games, but pretty compelling for virtual communities." He explains that games hosted through peer-to-peer networks tend to have problems with cheating, since users can easily access and alter information about, for example, whether an attack breached an opponent's defenses. For worlds focused on social interactions, on the other hand, Feng says that reducing the infrastructure cost through peer-to-peer networks makes sense. He notes, however, that Linden Lab could provide formidable competition to VastPark's approach if the company lets individuals host their own Second Life servers, which is common for popular first-person shooter games. Since Second Life has already made moves to open up its system, Feng sees this as a likely possibility.

While Kulkarni says that NICTA has researched ways of making the peer-to-peer network cheating-resistant, he thinks the system works best for social worlds that include a lot of user-generated content. VastPark is still working on integrating the peer-to-peer technology and expects to open it up for testing to a few members of the public toward the end of this year.

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Shiladie

56 Comments

  • 1400 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

  • 1400 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

  • 1400 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

  • 1400 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

  • 664 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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