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