Enhancement of Collaborative Interest Management
Mechanism for P2P Networked Virtual Environment
Cheng Liu, Wentong Cai
Parallel and Distributed Computing Center
School of Computer Engineering
Nanyang Technological University
Singapore 639798
{LIUC0012, aswtcai}@ntu.edu.sg
Abstract—Interest Management (IM) aims at eliminating ir-
relevant state updates transmitted in Networked Virtual Envi-
ronment (NVE), such as online games. The existing IM mech-
anisms include area-based, cell-based mechanisms and hybrid
IM mechanism which reduces the communication overhead by
utilizing the cell-based mechanism to reduce Area-Of-Interest
(AOI) updates in the area-based mechanism. Comparing to the
existing IM mechanisms, the recently proposed collaborative
IM mechanism (CIM) successfully reduces the communication
cost further. However, two problems exist in the current CIM
mechanism: i) the protocol may fail under certain circumstances;
and ii) the protocol requires dividing the virtual environment into
ſxed grids. In this paper, we focus on the approaches that could
enhance the current CIM mechanism and we will evaluate the
performance using simulation of multiplayer game scenarios.
Index Terms—Interest management, P2P online game, Parallel
and distributed algorithm
I. I NTRODUCTION
A Networked Virtual Environment (NVE) is a network
application that comprises a set of interconnected nodes that
cooperatively simulate the behavior of various entities in a
shared virtual environment [1]. It originated with military
simulators in 80’s [2] and has evolved to popular networked
computer games. In the past few years, Massively Multiplayer
Online Games (MMOG) [3], [4], emerged and thousands of
players can cooperate and compete with each other on a large
scale game world. The subscriptions of massively multiplayer
online games have been increasing over the years, bringing
considerable revenues and making itself the largest category
in the online entertainment markets [5].
The client-server architecture adopts centralized servers to
manage the virtual environment such as player’s commands
and entities’ status in the virtual world. It is widely used
in the NVEs including most of today’s commercial MMOGs
due to its easy deployment for NVEs. However, the client-
server architecture lacks of efſciency and scalability because
servers may easily become the computation and commu-
nication bottlenecks. Peer-to-Peer (P2P) architecture, which
emerged in the past few years [6], [7], aims at achieving
scalability by removing the capacity limitation in servers. The
peers in the P2P architecture are allowed to send messages
directly to other peers and the resources distributed in the
peers can be shared among all the participating peers. Many
NVEs [8], [9], [10] which were built on P2P architecture
appeared recently. In these P2P NVEs, the entities in the
virtual environment are maintained by peers which are actually
players’ local machines, and the entity status updates are
disseminated among players in a P2P manner. Therefore, the
computation and communication overhead is shared among
joining players.
In order to keep a consistent view of virtual environment
among players participating in an NVE, frequent entity status
update is required. However, due to the lack of IP multicast
support in the Internet, the update messages in P2P NVEs
have to be sent to other players using unicast. This may
increase the communication requirement beyond a player’s
capacity. Two common approaches to reduce the status up-
dates between players are dead reckoning [11] and Interest
Management (IM) [12]. IM techniques, which also have been
widely adopted in many other research ſelds [13], [14] rather
than NVE, utilizes ſltering mechanism to avoid broadcasting
communication among processes or network nodes. When
adopted in P2P NVEs, IM mechanism is realized by deſning
an Area-Of-Interest (AOI) for each entity, which describes a
region in the virtual environment that the entity is interested
in. In this paper, we only focus on a certain kind of entities
called avatars, which are the presence of players in the virtual
environment. The AOI of player’s avatar represents the region
which is surrounding avatar’s position. By using IM approach,
a player only needs to receive the status update messages (e.g.,
position updates) of other players’ avatars which are inside
the player’s AOI, so the number of status updates can be
signiſcantly reduced.
The traditional IM mechanisms can be classiſed into cell-
based mechanisms [15] and area-based mechanisms [16]. The
hybrid IM mechanism is proposed in [17] for P2P NVEs and
it focuses on the communication cost in IM mechanism and
successfully reduces the number of AOI update messages in
the area-based mechanism by utilizing the cell-based mecha-
nism. However, the hybrid IM mechanism still requires each
peer to maintain the global information about all players.
Liu et.al. noticed the signiſcant communication overhead in
hybrid IM mechanism and proposed the collaborative IM
mechanism (CIM) [18]. Like the existing cell-based and hybrid
IM mechanism, the CIM mechanism works on the virtual envi-
2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
978-0-7695-4714-5/12 $26.00 © 2012 IEEE
DOI 10.1109/PADS.2012.16
149
2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
978-0-7695-4714-5/12 $26.00 © 2012 IEEE
DOI 10.1109/PADS.2012.16
145