Timely Arbitrator Selection in P2P
Virtual Environments with 3D Voronoi Diagrams
Mahathir Almashor, Ibrahim Khalil
Royal Melbourne Institute of Technology (RMIT) University
Email: {m.almashor, ibrahim.khalil}@rmit.edu.au
Abstract—Dynamically selecting game-play arbitrators re-
mains a key concern in fully Peer-to-Peer Virtual Environments
(P2P-VE). The lack of hierarchical structures and dedicated
servers mean suitable candidates must be chosen from amongst
the peer population. These selected peers are elevated to the role
of momentary referees, deciding on the outcomes of interactions
(e.g., combat) between adversarial peers. Accordingly, a timely
selection process will aid game-play responsiveness in such time-
sensitive applications. There is a need to promptly affirm the
arbitrator as delays will hinder peers from initiating combat,
impeding game-play. The aim is to address this singular issue,
investigating a myriad of selection policies contrived within the
context of 3D Voronoi Diagrams (3D-VD). Prior art utilized basic
2D varieties to spatially cluster peers and limit network traffic
growth. The work presented here augments this approach with
a non-spatial Z-axis and the use of unique selection algorithms.
Each mechanism is discussed and extensively tested, with detailed
simulation results presented herein. We thus demonstrate 3D-
VD’s unique ability to deterministically appoint such on-the-fly
adjudicators from localised candidate pools in a timely manner.
Index Terms—Peer-to-peer Systems; Overlay Networks; Dis-
tributed Virtual Environments; Applied Voronoi Diagrams.
I. I NTRODUCTION
The overarching aim is to work towards a fully peer-to-peer
virtual environment (P2P-VE). That is, the implementation of
an interactive virtual world, often characterised by massively
multi-player online games (MMOG), on strictly decentralised
architectures. Continuing public fascination with such net-
worked applications (particularly in online games) precipitate
the need from within both industry and academia to address
two intertwined game-play issues: security and responsiveness.
The underlying link between these two requisites are game-
play arbitrators. These are the adjudicators within the VE, de-
ciding the outcomes of interactions amongst peers. They fulfil
the need for security, ensuring game-play integrity between
competitors, and also enhance responsiveness by employing
latency mitigation techniques when resolving interactions.
Online games [1], have their roots in Distributed Virtual
Environments (DVE) [2], itself an extension of the earlier
Networked VE (NVE) [3]. Derivatives are present in myriad
of other fields, such as the military, social networking and
collaborative tools [4]. Our concept of a fully P2P-VE encom-
passes both classifications and is driven in part by prior work in
[5]. It strongly defines an underlying network architecture that
is fully decentralised with regards to bandwidth, processing,
management and storage requirements.
This paper addresses the timely selection of game-play
arbitrators in a fully decentralised VE, an issue central to VE
responsiveness and security. The questions include,
• How do we select suitable candidate referees from
amongst the total peer population?
• More crucially, how do we perform this selection without
negatively impacting responsiveness?
Moreover, the selection process needs to be done in a com-
pletely decentralised manner, in keeping with the concept of
a fully P2P-VE and has to minimize any latencies introduced
during the process. In effect, we are striving to choose the
right candidate first as we can ill afford multiple attempts.
Group voting and result validation techniques such as those
proposed in [6]–[9] incur greater overheads and are (arguably)
best avoided. Thus, the goal is further refined to the selection
of a single arbitrator in the shortest possible time.
Accordingly, we develop several selection policies, from
simple euclidean distance measures to novel ones based on
Newtonian mass effect laws, taking advantage of our implied
3D domain. We investigate the implications of each of our
designs and analyse our obtained simulation results. This,
along with the use of 3D-VD and non-positional metrics, is
the main contribution of the work contained herein.
The rest of this paper is as follows: §II is a summary of key
ideas and related works. §III and §IV detail our general tech-
nique and the assorted selection policies. Simulation results
are presented in §V and §VI concludes this paper.
II. BACKGROUND
Systems designed on P2P principles are prized for their
resource scalability, flexibility and failure resistance. In highly
dynamic and heterogeneous environments such as DVEs, this
proves an ideal fit. However, there are fundamental when
implementing P2P-VEs, including:
• Application/System Responsiveness - DVEs, and games
in particular, have an almost real-time constraint when it
comes to communications. This ensures players experi-
ence a smooth, seamless and immersive virtual world.
• Game-play Security and Consistency - Cheat resistance
is essential. Players will leave if a game or VE is
perceived as easily corrupted, inconsistent and unfair.
• Network Traffic Scalability - The prevailing need is
the minimization of bandwidth utilization, as unoptimized
P2P systems generally incur far more traffic costs.
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!011 IEEE International Symposium on Network Computing and Applications
!78-0-76!5-448!-2/11 $26.00 © 2011 IEEE
DOI 10.110!/NCA.2011.40
235