This file was created by the TYPO3 extension
bib
--- Timezone: UTC
Creation date: 2024-11-21
Creation time: 12-42-35
--- Number of references
21
conference
200810riechelcncerco
Range Queries and Load Balancing in a Hierarchically Structured P2P System
2008
10
14
28-35
Structured Peer-to-Peer (P2P) systems are highly scalable, self-organizing, and support efficient lookups. Furthermore, Distributed Hash Tables (DHTs), due to their features, are used more and more for file-sharing and content distribution applications. However, a major weakness of traditional DHTs is the search for stored content, as data is assigned to nodes based on hash functions, and the very nature of hash tables allows only exact pattern matches. We present Cerco, a solution for the problem of range queries by using the principles of order-preserving DHTs and a hierarchically structured P2P approach. To guarantee an efficient routing and load balancing, Cerco uses a dynamic hierarchy of DHTs by creating subrings on demand and two explicit load balancing strategies. Our evaluation shows that Cerco is able to achieve the goals of supporting range queries, logarithmic-hop routing, and efficient load balancing.
RWTH Aachen University - Distributed Systems Group
http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?isnumber=4664131&arnumber=4664148&count=180&index=16
http://web.informatik.uni-bonn.de/IV/Mitarbeiter/matthew/Mirror_LCN2008_Website/www.ieeelcn.org/
Print
IEEE Press
Proceedings of 33rd Annual IEEE Conference on Local Computer Networks (LCN 2008)
IEEE
Montreal, Canada
33rd Annual IEEE Conference on Local Computer Networks (LCN 2008)
14-17 Oct. 2008
en
978-1-4244-2412-2
10.1109/LCN.2008.4664148
1
SimonRieche
Bui TheVinh
KlausWehrle
conference
200803riechemmvecluster
Clustering Players for Load Balancing in Virtual Worlds
2008
3
18
9-13
Massively Multiplayer Online Games (MMOGs) have become increasingly popular in the last years. So far the distribution of load, caused by the players in these games, is not distributed dynamically. After the launch of a new game, the introduction of new content, during special ingame events, or also during normal operations, players tend to concentrate in certain regions of the game worlds and cause overload conditions. Therefore we propose the use of structured P2P technology for the server infrastructure of the MMOGs to improve the reliability and scalability. Previous work segmented the game work into rectangular areas; however this approach often split a group of players to different servers, causing additional overhead. This work presents a cluster-based Peer-to-Peer approach, which can be used for load balancing in MMOGs or in other virtual worlds. The system is able to dynamically adapt to the current state of the game and handle uneven distributions of the players in the game world. We show through simulation, also with traces from real online games, that the cluster-based approach performs better than the previous P2P-based systems, which split the world in rectangular areas.
RWTH Aachen University - Distributed Systems Group
http://www.pap.vs.uni-due.de/MMVE08/papers/proceedings.pdf
http://www.pap.vs.uni-due.de/MMVE08/
Online
Gregor Schiele, Daniel Weiskopf, Ben Leong, Shun-Yun Hu
Proceedings of 1st International Workshop on Massively Multiuser Virtual Environments at IEEE Virtual Reality 2008 (MMVE 2008)
Reno, Nevada, USA
1st International Workshop on Massively Multiuser Virtual Environments at IEEE Virtual Reality 2008 (MMVE 2008)
March 8th, 2008
en
1
SimonRieche
KlausWehrle
MarcFouquet
HeikoNiedermayer
TimoTeifel
GeorgCarle
article
200812riecheIJAMCcluster
Clustering Players for Load Balancing in Virtual Worlds
International Journal of Advanced Media and Communication (IJAMC)
2008
2
4
351-363
In current Massively Multiplayer Online Games (MMOGs) the distribution of load is not distributed dynamically. But players tend to concentrate in certain regions of the game world and cause overload conditions. Therefore we propose the use of structured Peer-to-Peer technology for the server infrastructure of the MMOGs to improve the reliability and scalability. Previous work segmented the game work into rectangular areas but often split a group of players to different servers. This work presents a cluster-based P2P approach, which is able to dynamically adapt to the current state of the game and handle uneven distributions of players.Weshow through simulation, also with traces from real online games, that the cluster-based approach performs better than the previous P2P-based system.
RWTH Aachen University - Distributed Systems Group
http://www.inderscience.com/browse/index.php?journalID=67
print
en
1462-4613
1
SimonRieche
KlausWehrle
MarcFouquet
HeikoNiedermayer
TimoTeifel
GeorgCarle
conference
200701riecheccncmmog
Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games
2007
1
11
763-767
Online games are an interesting challenge and chance for the future development of the Peer-to-Peer paradigm. Massively multiplayer online games (MMOGs) are becoming increasingly popular today. However, even high-budget titles like World of Warcraft that have gone through extensive betatesting suffer from downtimes because of hard- and software problems. Our approach is to use structured P2P technology for the server infrastructure of MMOGs to improve their reliability and scalability. Such P2P networks are also able to adapt to the current state of the game and handle uneven distributions of the players in the game world. Another feature of our approach is being able to add supplementary servers at runtime. Our system allows using off-the-shelf PCs as infrastructure peers for participation in different game worlds as needed. Due to the nature of the Economy of Scale the same number of hosts will provide a better service than dedicated servers for each game world.
RWTH Aachen University - Distributed Systems Group
http://ieeexplore.ieee.org/xpls/abs_all.jsp?isnumber=4199088&arnumber=4199243&count=254&index=154
http://www.ieee-ccnc.org/2007/
Print
IEEE Press
Proceedings of 4th Annual IEEE Consumer Communications and Networking Conference (CCNC 2007)
IEEE
Las Vegas, Nevada, USA
4th Annual IEEE Consumer Communications and Networking Conference (CCNC 2007)
11-13 January 2007
en
1-4244-0667-6
10.1109/CCNC.2007.155
1
SimonRieche
KlausWehrle
MarcFouquet
HeikoNiedermayer
LeoPetrak
GeorgCarle
conference
rieche2006cerco
Cerco: Supporting Range Queries with a Hierarchically Structured Peer-to-Peer System
2006
11
14
509-510
Structured Peer-to-Peer systems are designed for a highly scalable,
self organizing, and efficient lookup for data. The key space of the
so-called Distributed Hash Tables (DHTs) is partitioned and each
partition with its keys and values is assigned to a node in the DHT.
For data retrieval however, the very nature of hash tables allows
only exact pattern matches.
We propose Cerco, a simple solution for the problem of range queries
by employing a hierarchically structured P2P approach based on the
principles of Distributed Hash Tables. We show that a dynamic
hierarchy of DHTs with on-demand classification of items can
positively influence the response time of queries while maintaining
lookup correctness.
RWTH Aachen University - Distributed Systems Group
http://ieeexplore.ieee.org/xpls/abs_all.jsp?isnumber=4116490&arnumber=4116594&count=192&index=90
http://web.archive.org/web/20061008091738/http://www.ieeelcn.org/
Print
IEEE Press
Proceedings of 31st IEEE Conference on Local Computer Networks (LCN 2006)
IEEE
Tampa, Florida, USA
31st IEEE Conference on Local Computer Networks (LCN 2006)
14-16 November 2006
en
1-4244-0418-5
10.1109/LCN.2006.322147
1
SimonRieche
KlausWehrle
LeoPetrak
ClemensWrzodek
techreport
200608riechetrmmog
Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games
2006
8
WSI-2006-04
Online games are an interesting challenge and chance for the future development of the Peer-to-Peer paradigm. Massively multiplayer online games (MMOGs) are becoming increasingly popular today. However, even high-budget titles like World of Warcraft that have gone through extensive beta-testing suffer from downtimes because of hard- and software problems. Our approach is to use structured P2P technology for the server infrastructure of MMOGs to improve their reliability and scalability. Such P2P networks are also able to adapt to the current state of the game and handle uneven distributions of the players in the game world. Another feature of our approach is being able to add supplementary servers at runtime. Our system allows using off-the-shelf PCs as infrastructure peers for participation in different game worlds as needed. Due to the nature of the Economy of Scale the same number of hosts will provide a better service than dedicated servers for each game world.
RWTH Aachen University - Distributed Systems Group
http://www.rieche.net/pdf/wsi-2006-04.pdf
Online
Tübingen, Germany
Wilhelm-Schickard-Institute for Computer Science, University of Tübingen
Technical Report
en
SimonRieche
MarcFouquet
HeikoNiedermayer
LeoPetrak
KlausWehrle
GeorgCarle
inproceedings
2006-heer-percomws-adapt-dht
Adapting Distributed Hash Tables for Mobile Ad Hoc Networks
2006
3
16
1
1-6
http://www.comsys.rwth-aachen.de/fileadmin/papers/2005/2006-heer-percomws-dht-adhoc.pdf
Print
IEEE
Washington, DC, USA
In Proceedings of 3. IEEE International Workshop on Mobile Peer-to-Peer Computing (MP2P'06), Pisa, Italy.
Pisa, Italy
IEEE International Workshop on Mobile Peer-to-Peer Computing
March 2006
en
0-7695-2520-2
10.1109/PERCOMW.2006.16
1
TobiasHeer
StefanGötz
SimonRieche
KlausWehrle
poster
rieche2006poster
Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games
2006
3
Massively multiplayer online games (MMOGs) are becoming increasingly
popular today. However, even high-budget titles like World of
Warcraft that have gone through extensive beta-testing suffer from
downtimes because of hard- and software problems and lags on
overloaded servers. Our approach is to use structured P2P technology
for the server infrastructure of massively multiplayer online games
to improve reliability and scalability of these applications.
Structured P2P networks are able to adapt to the current state of
the game world and handle uneven distributions of the players. For
load balancing, we propose algorithms based on the virtual server
concept.
RWTH Aachen University - Distributed Systems Group
http://www.dagstuhl.de/de/programm/kalender/semhp/?semnr=06131
Print
Dagstuhl Seminar 06131 "Peer-to-Peer Systems and Applications"
Dagstuhl
Dagstuhl Seminar 06131
en
SimonRieche
KlausWehrle
inproceedings
landsiedel2005anonymous
Anonymous IP-Services via Overlay Routing
2005
3
Although research provides anonymous Internet communication schemes,
anonymous IP-services received only limited attention. In this paper
we present SARA (Anonymous Overlay Routing Providing Sender And
Receiver Anonymity), which enables sender, receiver and relationship
anonymity using layered encryption and distributed traffic mixes,
similar to a Chaumian Mix. Via IP-datagram service and address
virtualization it is fully transparent to applications. Organized as
structured Peer-To-Peer system, SARA is highly scalable and fault
tolerant.
In SARA each communication partner randomly selects a number of
nodes from the overlay and concatenates them to an anonymous
communication path. The sender selects the head of the path, the
receiver builds the tail and publishes this information in the
overlay network using an anonymous ID. Via this ID the sender
retrieves the tail nodes of the path and concatenates both path
section. Layered encryption hides the identities of the sender,
receiver and the intermediate nodes.
5. Würzburger "Workshop IP Netzmanagement, IP Netzplanung und Optimierung"
Würzburg, Germany
5. Würzburger "Workshop IP Netzmanagement, IP Netzplanung und Optimierung"
March 2005
OlafLandsiedel
SimonRieche
HeikoNiedermayer
KlausWehrle
GeorgCarle
inproceedings
petrak2005dienstguete
Dienstgüte in strukturierten hierarchischen Overlay Netzwerken
2005
3
Proceedings of Workshop Peer-to-Peer-Systems and -Applications, KiVS 2005
Kaiserslautern, Germany
Workshop Peer-to-Peer-Systems and -Applications, KiVS 2005
March 2005
LeoPetrak
SimonRieche
KlausWehrle
inproceedings
niedermayer2005distribution
On the Distribution of Nodes in Distributed Hash Tables
2005
3
Proceedings of Workshop Peer-to-Peer-Systems and -Applications, KiVS 2005
Kaiserslautern, Germany
Workshop Peer-to-Peer-Systems and -Applications, KiVS 2005
March 2005
HeikoNiedermayer
SimonRieche
KlausWehrle
GeorgCarle
inproceedings
200507riecheipgames
On the Use of Structured Peer-to-Peer Systems for Online Gaming
2005
3
Massively multiplayer games are becoming increasingly popular today. However, even high-budget titles suffer from downtimes because of hard- and software problems. Our approach is to use structured Peer-to-Peer technology for the server infrastructure of massively multiplayer online games, which improves reliability and scalability of these applications.
5. Würzburger "Workshop IP Netzmanagement, IP Netzplanung und Optimierung"
Würzburg, Germany
5. Würzburger "Workshop IP Netzmanagement, IP Netzplanung und Optimierung"
March 2005
SimonRieche
MarcFouquet
HeikoNiedermayer
KlausWehrle
GeorgCarle
inbook
200509riechep2pbookreliability
Reliability and Load Balancing in Distributed Hash Tables
2005
119-135
Ralf Steinmetz, Klaus Wehrle
Springer
Heidelberg, Germany
Lecture Notes in Computer Science, LNCS
9
Peer-to-Peer Systems and Applications
SimonRieche
HeikoNiedermayer
StefanGötz
KlausWehrle
inbook
200509goetzp2pbookdhtalgorithms
Selected Distributed Hash Table Algorithms
2005
95-117
Ralf Steinmetz, Klaus Wehrle
Springer
Heidelberg, Germany
Lecture Notes in Computer Science, LNCS
8
Peer-to-Peer Systems and Applications
StefanGötz
SimonRieche
KlausWehrle
inbook
200509wehrlep2pbookdhts
Distributed Hash Tables
2005
79-93
Ralf Steinmetz, Klaus Wehrle
Springer
Heidelberg, Germany
Lecture Notes in Computer Science, LNCS
7
Peer-to-Peer Systems and Applications
KlausWehrle
StefanGötz
SimonRieche
inproceedings
200503landsiedelfgsnaeon
Project AEON
2005
481
72-76
Power consumption is a crucial characteristic of sensor networks and their applications, as sensor nodes are commonly battery driven. Although recent research focuses strongly on energy aware applications and operating systems, power consumption is still a limiting factor. Once sensor nodes are deployed, it is challenging and sometimes even impossible to change batteries. As a result, erroneous lifetime prediction causes high costs and may render a sensor network useless, before its purpose is fulfilled. In this paper we present AEON, a novel evaluation tool to quantitatively predict power consumption of sensor nodes and whole sensor networks. Our energy model, based on measurements of node current draw and the execution of real code, enables accurate prediction of the actual power consumption of sensor nodes. Consequently, preventing erroneous assumptions on node and network lifetime. Moreover, our detailed energy model allows to compare different low power and energy aware approaches in terms of energy efficiency.
Zürich, CH
Proceedings of the 4th GI/ITG KuVS Fachgespräch "Wireless Sensor Networks", Techical Report No. 481
OlafLandsiedel
KlausWehrle
SimonRieche
StefanGötz
LeoPetrak
conference
rieche2004thermaldissipation
A Thermal-Dissipation-based Approach for Balancing Data Load in Distributed Hash Tables
2004
11
15-23
A major objective of peer-to-peer (P2P) systems is the management of
large amounts of data distributed across many systems. Distributed
hash tables (DHT) are designed for highly scalable, self-organizing,
and efficient distribution and lookup of data, whereby data is
stored globally persistent. The range of values of the corresponding
hash function is partitioned and each interval is assigned to a node
of the DHT. Because the assignment of data to nodes is based on hash
functions, one assumes that the respective data load is distributed
evenly across all participating nodes. However most DHT show
difficulties with load balancing as we demonstrate in this paper. As
a solution for this problem, we present a new and very simple
approach for balancing stored data between peers in a fashion
analogous to the dissipation of heat energy in materials. We compare
this algorithm with other approaches for load balancing and present
results based on simulations and a prototype implementation. This
new algorithm improves the distribution of load in DHT without
requiring major changes of the DHT themselves. In addition, we show
that the fault tolerance of peer-to-peer systems is increased by the
proposed algorithm.
http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?isnumber=29935&arnumber=1367197&count=128&index=2
Print
IEEE Press
Proceedings of LCN 2004 – 29th IEEE Conference on Local Computer Networks
IEEE
Tampa, Florida, USA
LCN 2004 – 29th IEEE Conference on Local Computer Networks
November 2004
en
0-7695-2260-2
10.1109/LCN.2004.10
SimonRieche
LeoPetrak
KlausWehrle
inproceedings
200410riechehotp2preliability
Reliability of Data in Structured Peer-to-Peer Systems
2004
10
108-113
Peer-to-Peer (P2P) systems are very useful for managing large amounts of widely distributed data. For this purpose Distributed Hash Tables (DHT) offer a highly scalable and self-organizing paradigm for efficient distribution and retrieval of data. Thereby a common assumption of P2P-Systems is, that the participating nodes are unreliable and may fail at any time. Since many of research goes into the design of DHT lookup services, these systems aim to provide a stable global addressing structure. But to storage data reliable in a DHT only few techniques were already developed. However since data has to be stored persistent in the network, it should be retrieved anytime, even if nodes fail. In this work we discuss possibilities to store data fault tolerant in a structured Peer-to-Peer system.
Print
Proceedings of HOT-P2P '04: Hot Topics in Peer-to-Peer Computing at 12th Annual Meeting of the IEEE International Symposium on Modeling, Analysis, and Simulation of Computer and Telecommunication Systems (MASCOTS)
Volendam, Netherlands
HOT-P2P '04: Hot Topics in Peer-to-Peer Computing at 12th Annual Meeting of the IEEE International Symposium on Modeling, Analysis, and Simulation of Computer
Oct. 2004
en
1
SimonRieche
KlausWehrle
OlafLandsiedel
StefanGötz
LeoPetrak
inproceedings
rieche2004comparison
Comparison of Load Balancing Algorithms for Structured Peer-to-Peer Systems
2004
9
51
Print
GI. LNI
Bonn, Germany
LNI
Proceedings of Workshop on Algorithms and Protocols for Efficient Peer-to-Peer Applications (PEPPA), GI-Jahrestagung Informatik 2004
Ulm, Germany
GI-Jahrestagung Informatik 2004
en
1
SimonRieche
LeoPetrak
KlausWehrle
inproceedings
2006-heer-gi2004
On the Use of Structured P2P Indexing Mechanisms in Mobile Ad-Hoc Scenarios
2004
9
51
239-244
Recently, Distributed Hash Tables evolved to a preferred approach for decentralized data management in widely distributed systems. Due to their crucial characteristics – namely scalability, flexibility, and resilience – they are quite interesting for being applied in ad-hoc networks. But, there are plenty of open questions concerning the applicability of Distributed Hash Tables in mobile ad-hoc scenarios: Do new problems arise when both technologies are used together? Are there any synergy effects when both technologies are combined? Are the results and assumptions, made for the infrastructural Internet, still true if a mobile ad-hoc network is used instead? In this paper, we discuss these and further questions and offer some solutions for using Distributed Hash Tables in ad-hoc networks.
Print
GI. LNI
Bonn, Germany
LNI
Proceedings of Workshop on Algorithms and Protocols for Efficient Peer-to-Peer Applications (PEPPA), GI-Jahrestagung Informatik 2004, Bonn, Germany
Ulm, Germany
GI-Jahrestagung Informatik 2004
en
3-88579-380-6
1
TobiasHeer
HeikoNiedermayer
LeoPetrak
SimonRieche
KlausWehrle
inproceedings
200410wehrlefgpcintegriertekonstruktionsmethode
Integrierte Konstruktionsmethoden für flexible Protokolle in ubiquitären Kommunikationssystemen
2004
Stuttgart, Germany
Proceedings of the GI/ITG KuVS Fachgespräch Systemsoftware für Pervasive Computing
KlausWehrle
OlafLandsiedel
SimonRieche
StefanGötz
LeoPetrak