基于P2P的MMOG兴趣域和应用层多播的研究

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3.0 牛悦 2024-11-19 4 4 2.61MB 60 页 15积分
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摘 要
基于传统C/S结构的大型多人在线游戏(Massively Multiplayer Online Ga
-me,简称MMOG)必须拥有强大的中央服务器。因为有大量的数据和信息需要中央
服务器处理或转发,这对中央服务器的计算能力及带宽性能要求甚高。这一切都
会增加游戏运营商的投资成本。而基于P2P结构的MMOG弱化了中央服务器的功能,
将游戏逻辑的处理分散给各游戏玩家节点,中央服务器只负责玩家之间的连接和
永久数据的保存,充分利用了各玩家节点上闲散的资源。
MMOG同时在线人数规模日趋庞大,通信量与日俱增。为了更好的节约网络带
宽资源和计算资源,本文对基于P2P网络的MMOG中的兴趣管理机制和应用层多播
两个子问题进行了研究,并根据MMOG中游戏玩家的感知特征,提出了基于感知模
型的兴趣管理机制及其上的应用层多播算法。
本文首先研究分析了以往三种典型的兴趣管理机制(简单划分方法、N-Tree
方法以及Voronoi方法)综述了它们的区域划分方法、过滤机制以及通信模式。
然后在前人的研究成果基础上,提出了IM-EAM-P2P-MMOG兴趣管理机制。IM-EAM-P
-2P-MMOG最大的特点是引入了感知模型EAM-MMOG,充分考虑了玩家节点的视觉行
为和感知特征,并将兴趣域分为感知域和影响域,进一步细化了感知元素,提高
了游戏的逼真度。最后从节点加入算法、路由更新策略等几个方面详细阐述
IM-EAM-P2P-MMOG的实现原理。
由于IP多播在技术与管理方面存在难以逾越的障碍,因此我们采用应用层多
播(ALM:Application Layer Multicast)技术。本文首先将Scribe多播应用到
IM-EAM-P2P-MMOG兴趣管理机制中,并指出了其存在的问题:多播源选择问题和
多播树高度问题。然后在此基础上,提出了基于IM-EAM-P2P-MMOG的应用层多播
算法E-Scribe。同时本文根据E-Scribe多播算法提出了一种区域划分方法。最后
从多播源选择策略、节点加入多播树算法等几个方面详细阐述了E-Scribe的实现
原理。
通过仿真测试,表明了本文提出的兴趣管理机制IM-EAM-P2P-MMOG和应用层
多播算法E-Scribe具有良好的性能,有效地节约了网络带宽资源和计算资源。
时,感知域和影响域概念的引入也大大提高了信息的过滤程度,而且E-Scribe
多播算法很好的解决了多播树高度问题。此外,兴趣管理机制与应用层多播技术
的结合很好的提高了P2P-MMOG系统的伸缩性。
关键词: MMOG P2P 兴趣管理机制 应用层多播
ABSTRACT
Massively multiplayer online game(MMOG) must have a powerful central server
based on the traditional C / S structure. Because the central server have to process or
forward a lot of data and information, which need of computing power and bandwidth
power of a central server. These will increase the cost of investment of game operators.
MMOG can weak the function of the central server based on the structure of P2P,
which the handle of the game logic to the various gamers.The central server is
responsible only for the connection between players and permanent preservation of
data, which use fully the idle resources on the various players.
The number of player and communication of MMOG is increaseing rapidly. In
order to conserve network bandwidth and computing resources, the paper have
studied two sub-problems, which the mechanism of interest management and
application-layer multicast,of MMOG based on the structure of P2P. And the paper
have proposed the mechanism of interest management based the model of interest and
application-layer multicast algorithms by studying the interest features of players of
MMOG.
At first,this paper have researched into the previous three kinds of typical
mechanism of interest management (Simple Division method, N-Tree method and
Voronoi method) and analysed their regional division method, filtering mechanisms
and mode of communication. Then this paper have proposed one mechanism of
interest management ,which is called IM-EAM-P2P-MMOG, based on the results of
previous studies. IM-EAM-P2P-MMOG have introducted the model of awareness (
EAM-MMOG) , have took full account of the visual behavior and the feature of
awareness of players, have divided the domain of interest into the domain of
awareness and the domain of influence , have further refined the elements of
awareness and have improved the fidelity of the game . Finally we have choosed the
join algorithm of node ,the update strategy of routing and so on to describe the
implementation of IM-EAM-P2P-MMOG in detail.
Because the IP multicast has the insurmountable obstacles in technology and
management, we have used application layer multicast (ALM). At first, this paper
applied Scribe multicast to the mechanism of interest management (IM-EAM-P2P-M-
MOG) and pointed out its problems: the problem of selection of Multicast source and
the problem of height of multicast tree. Then this paper have proposed one algorithm
of application layer, which is called E-Scribe,based on IM-EAM-P2P-MMOG. At the
same time this paper have proposed one method of divison of region based on the
E-Scribe. Finally we have choosed the strategy of the selection of multicast source,the
algorithm of the node join the multicast tree and so on to describe the implementation
of E-Scribe in detail.
The simulation tests show that the mechanism of interest management
(IM-EAM-P2P-M-MOG) and the multicast algorithm of application layer (E-Scribe),
which are proposed in this paper, have a good performance and effectively save
bandwidth resources of network and computing resources.At the same time, the
introduction of the concept of the aware domain and the influenced domain also
greatly increased the degree of information filtering.Moreover,the multicast algorithm
of E-Scribe is a good solution to the problem of height of multicast tree. In addition,
the combination of the mechanism of interest management and the technology of
application-layer multicast have effectively improved the scalability of system.
Key Word: MMOG, P2P, The Mechanism of Interest Management,
Application-Layer Multicast
I
目 录
摘 要
ABSTRACT
第一章 绪 .........................................................................................................1
§1.1 研究背景 ................................................................................................ 1
§1.2 主要工作 ................................................................................................ 2
§1.3 论文的组织结构 .................................................................................... 2
第二章 MMOG 相关技术 ............................................................................................4
§2.1 对等网络技术 ........................................................................................ 4
§2.1.1 对等网络的概述.........................................................................4
§2.1.2 基于 C/S 结构的 MMOG 的缺陷 ...................................................5
§2.1.3 基于 P2P 结构的 MMOG 的优势 ...................................................6
§2.2 MMOG 兴趣管理机制 ............................................................................... 6
§2.2.1 兴趣管理的概述.........................................................................6
§2.2.2 兴趣管理的作用.........................................................................7
§2.2.3 兴趣管理机制的分类.................................................................7
§2.2.4 典型兴趣管理机制的分析.......................................................10
§2.2.5 问题的提出...............................................................................11
§2.3 基于 P2P 的应用层多播技术 .............................................................. 12
§2.3.1 IP 多播与应用层多播...............................................................12
§2.3.2 典型应用层多播算法的分析...................................................14
§2.3.3 问题的提出...............................................................................18
§2.4 小结 ...................................................................................................... 19
第三章 基于感知模型的 P2P-MMOG 兴趣管理机制 .............................................20
§3.1 感知模型 EAM-MMOG ............................................................................. 20
§3.1.1 感知模型的研究综述.............................................................20
§3.1.2 视觉行为和感知特征.............................................................21
§3.1.3 相关术语定义.........................................................................22
§3.1.4 感知域和影响域计算方法.....................................................22
§3.2 兴趣管理机制 IM-EAM-P2P-MMOG ....................................................... 23
§3.2.1 节点加入算法...........................................................................23
§3.2.2 IM-EAM-P2P-MMOG 的特点......................................................25
§3.2.3 节点退出算法...........................................................................25
II
§3.2.4 路由表构建策略.......................................................................26
§3.2.5 路由表更新策略.......................................................................26
§3.3 小结 ...................................................................................................... 31
第四章 适合于 IM-EAM-P2P-MMOG 的应用层多播算法 .......................................32
§4.1 Scribe 多播协议 ................................................................................. 32
§4.1.1 Scribe 在 IM-EAM-P2P-MMOG 的应用 ......................................32
§4.1.2 Scribe 的缺点 ..........................................................................34
§4.2 适合于 IM-EAM-P2P-MMOG 的应用层多播算法 E-Scribe ................. 34
§4.2.1 多播源选择算法及区域划分方法...........................................34
§4.2.2 节点加入多播树算法...............................................................36
§4.2.3 节点退出多播组策略...............................................................40
§4.2.4 MMOG 通信网络拓扑 ..................................................................40
§4.3 小结 ...................................................................................................... 41
第五章 实验与分析...............................................................................................42
§5.1 实验方案 .............................................................................................. 42
§5.2 实验结果及分析 .................................................................................. 47
§5.2.1 P2P-MMOG 系统的伸缩性 ..........................................................47
§5.2.2 IM-EAM-P2P-MMOG 的过滤性能 ................................................49
§5.2.3 E-Scribe 的高度约束性能 ......................................................50
§5.3 小结 ...................................................................................................... 51
第六章 结束语.......................................................................................................52
§6.1 论文总结 .............................................................................................. 52
§6.2 进一步的工作 ...................................................................................... 52
参考文献.................................................................................................................53
在读期间公开发表的论文和承担科研项目及取得成果.....................................56
致 谢.....................................................................................................................57
第一章 绪论
1
第一章 绪 论
§1.1 研究背景
Internet的发展促进了网络游戏市场的发展,根据《2009-2012年中国网络游
戏行业发展趋势及投资咨询报告》
[1]
的描述。2008年中国网络游戏市场又创新高,
实际销售收入达183.8亿元,2007年相比,其产值增长幅度高达76.6%据专家预
测,2013年中国网络游戏的实际销售收入将突破397亿元。
图 1.1 2009-2013 年中国网络游戏市场销售收入预测
在政府主管部门的引导下,中国游戏企业的原创力量正在不断地壮大。《封
神榜》《超级舞者》《赤壁》《诛仙》《武林外传》等国内企业自主研发的网游
作品均已成功地进入国际市场。但是网络游戏产业在中国还是一个新兴的朝阳产
业,网络游戏技术研发力度不够,许多研究项目还处于摸索阶段。
当前绝大多数的网络游戏都是采用传统的C/S结构,但近年来兴起的P2P网络
技术越来越受游戏企业的亲睐,这是因为以C/S结构为主的网络游戏系统存在致命
的缺陷:费用昂贵、服务器的负担越来越重、系统受制于单点失败等等;若采用P2P
技术开发网络游戏,则可以避免单个资源带来的瓶颈,控制和实现网络各玩家节
点的负载平衡,而且P2P技术可以将服务器的部分负担转移到各游戏玩家的机器
上,有效的利用各游戏玩家的计算资源及带宽资源,极大的节省了游戏运营商在
服务器及带宽上的投资。
网易的《大话西游ONLINE,上海盛大代理的《传奇》,雪公司的魔兽
世界》不继的刷新同时在线人数纪录,在线人数规模高达几百万,其通信量惊人,
摘要:

摘要基于传统C/S结构的大型多人在线游戏(MassivelyMultiplayerOnlineGa-me,简称MMOG)必须拥有强大的中央服务器。因为有大量的数据和信息需要中央服务器处理或转发,这对中央服务器的计算能力及带宽性能要求甚高。这一切都会增加游戏运营商的投资成本。而基于P2P结构的MMOG弱化了中央服务器的功能,将游戏逻辑的处理分散给各游戏玩家节点,中央服务器只负责玩家之间的连接和永久数据的保存,充分利用了各玩家节点上闲散的资源。MMOG同时在线人数规模日趋庞大,通信量与日俱增。为了更好的节约网络带宽资源和计算资源,本文对基于P2P网络的MMOG中的兴趣管理机制和应用层多播两个子问题...

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作者:牛悦 分类:高等教育资料 价格:15积分 属性:60 页 大小:2.61MB 格式:PDF 时间:2024-11-19

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