簡易檢索 / 詳目顯示

研究生: 王嘉偉
Chia-Wei Wang
論文名稱: 架構式點對點網路上之元組空間
Building a Tuple Space over Structured Peer-to-peer Network
指導教授: 金仲達
Chung-Ta King
口試委員:
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 資訊系統與應用研究所
Institute of Information Systems and Applications
論文出版年: 2004
畢業學年度: 93
語文別: 英文
論文頁數: 30
中文關鍵詞: 點對點元組空間網路遊戲
外文關鍵詞: Peer-to-peer, tuple space, network games
相關次數: 點閱:3下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 近年來隨著玩網路遊戲的人數急遽增加,各式各樣的網路遊戲也相繼被開發出來。傳統網路遊戲所使用的主從式架構(client-server paradigm)漸漸地不能滿足所有網路遊戲的需要。因此有人提出點對點架構(Peer-to-peer paradigm)的網路遊戲。點對點網路架構的優點在於能夠避免因為伺服器而造成整體效能的瓶頸,並且擁有自我組織的能力,對於硬體的要求也不高。我們相信點對點網路架構將會是一個新的網路遊戲開發環境。但由於資料是散佈在整個點對點網路上,因此單純的點對點網路並不適合開發網路遊戲,需要有一些中介軟體提供資料存取的函式。

    本篇論文針對網路遊戲的需求,提出在架構式的點對點網路上(structured peer-to-peer network)建構元組空間(tuple space),並且提供簡單的介面來協助網路遊戲的開發。在元組空間中,使用者是利用資料的內容來進行存取的動作,不用指定該筆資料的位置。利用元組空間所提供的介面,使用者能輕易地存取點對點網路內的所有資源。我們透過實驗證實利用元組空間的介面來存取點對點網路內的資源並不會造成效能的下降。在論文的最後展示了一個利用元組空間所設計的一個點對點架構的網路遊戲。


    As people playing network games grow rapidly, various network games are developed. The traditional server-client paradigm can not suit all kinds of network games. On the other hand, research on peer-to-peer (P2P) networks has attracted much attention recently. The P2P network can provide a load-balanced, low-cost, and self-organizing environment. It is believed that the P2P network will become a new direction to develop network games.

    In this thesis, we provide a tuple space built on top of structured P2P system for game development. We also support a simple API to access the data stored in the tuple space. Through some experiments and a demonstration game, we show that our system can facilitate the development of network games and will not cause much overhead.

    Abstract ………………………………………………………………... ii Content ……………………………………………...………………… iii List of Figures …………………………………………………………. v List of Tables ………………………………………………………….. vi Chapter 1. Introduction ……………………………………………… 1 1.1 Client-server and Peer-to-peer ...…………………………………………. 1 1.2 Middleware Requirements ………........………………………………..... 2 1.3 PeerGameSpace ………………………………………………………….. 3 1.4 Thesis Organization ……………………………………………………… 3 Chapter 2. Background ...……………………………………………. 5 2.1 Mercury ………………………………………………………………….. 5 2.2 SimMud ...…………………………………………….………………….. 6 2.3 PeerSpaces ..…………………………………………………………….... 7 2.4 Typhoon ………………………………………………………………….. 7 Chapter 3. PeerGameSpace ......……………………………………... 9 3.1 Architecture …………...………………………………………………… 9 3.2 Implementation …........…………………………………………………. 14 3.3 Unimplemented Functions ……………….......……....………………… 17 Chapter 4. Evaluation ……….........………………………………… 19 4.1 Environment and Settings ………………………………......………….. 19 4.2 Experiments …...............................…………………………...………… 20 Chapter 5. Demonstration .........……………………………………. 23 5.1 Scenario …............................…………………………………………… 23 5.2 Game Demonstration ……………………...……………………………. 24 Chapter 6. Conclusions …...………………………………………… 27 Bibliography ………………………………………………………….. 29

    [1]H.C. Hsiao, C.W. Wang, and C.T. King, "Typhoon: Mobile Distributed Hash Tables,” to appear in Journal of Parallel and Distributed Computing, Special Issue on Theoretical and Algorithmic Aspects of Sensor, Ad Hoc Wireless, and Peer-to-Peer Networks.
    [2] Ashwin R. Bharambe, Sanjay Rao, and Srinivasan Seshan. “Mercury: A Scalable Publish-Subscribe System for Internet Games.” In Proceedings of the First Workshop on Network and System Support for Games, pages 3–9. ACM Press, 2002.
    [3] I. Stoica, R. Morris, D. Karger, M. F. Kaashoek, and H. Balakrishnan. “Chord: A Scalable Peer-to-peer Lookup Service for Internet Applications.” In Proceedings of the ACM SIGCOMM '01 Conference, San Diego, California, August 2001.
    [4] Bjorn Knutsson, Honghui Lu, Wei Xu and Bryan Hopkins, “Peer-to-Peer Support for Massively Multiplayer Games,” In Proceedings of INFOCOM 2004, March 2004, Hong Kong, China
    [5] M. Castro, P. Druschel, A-M. Kermarrec and A. Rowstron, "SCRIBE: A large-scale and decentralised application-level multicast infrastructure", IEEE Journal on Selected Areas in Communications (JSAC) (Special issue on Network Support for Multicast Communications). 2002, to appear.
    [6]Antony Rowstron and Peter Druschel. “Pastry: Scalable, Decentralized Object Location and Routing for Large-scale Peer-to-peer Systems.” In Proceedings of the 18th IFIP/ACM International Conference on Distributed Systems Platforms (Middleware), November 2001.
    [7] David Gelernter and Nicholas Carriero, “Generative Communication in Linda,” ACM Transactions on Programming Languages and Systems (TOPLAS), vol. 7, no. 1, January 1985
    [8] NCHC PC Cluster. http://hpcserv2.nchc.org.tw/doc/usage.html
    [9] Ben Y. Zhao, Ling Huang, Jeremy Stribling, Sean C. Rhea, Anthony D. Joseph, and John Kubiatowicz. “Tapestry: A Resilient Global-scale Overlay for Service Deployment.” IEEE Journal on Selected Areas in Communications, January 2004, Vol. 22, No. 1.
    [10] S. Ratnasamy, P. Francis, M. Handley, R. Karp, and S. Shenker. “A Scalable Content-Addressable Network,” In Proceedings of ACM SIGCOMM, pages 161-172, August 2001.
    [11] JavaSpaces, http://java.sun.com/products/jini/2.0/doc/specs/html/js-title.html
    [12] N. Busi, C. Manfredini, A. Montresor, G. Zavattaro. “PeerSpaces: Data-driven Coordination in Peer-to-Peer Networks” In Proceedings of ACM Symposium on Applied Computing (SAC'03) ACM Press, 2003.
    [13] Red Herring. http://www.redherring.com/insider/2002/0117/724.html.

    無法下載圖示 全文公開日期 本全文未授權公開 (校內網路)
    全文公開日期 本全文未授權公開 (校外網路)

    QR CODE