Workshop Schedule
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8:30am - 8:35 | Welcome [slides] |
8:35am - 10:00am | Keynote |
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Session Chair: Shun-Yun Hu, National Central University, Taiwan
Title: Massively Multi-player Online Environments: Memories of the Past, Visions of the Future [slides]
by Jeff Kesselman, CTO, Rebel Monkey Inc.
A favorite topic among pundits and late night beer drinkers is "what
is coming next." However, its is impossible to come up with an
accurate idea of the future trends without an adequate knowledge of
what in the past got us to where we are now. In this keynote he will briefly cover the
significant causal factors that have led the game industry to its
current state with regard to Massively Multiple Online Environments,
and then identify the key influences, issues and disruptors that will lead to the next evolutions in this space.
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10:00am - 10:30am | Coffee break |
10:30am - 12:00pm | Session 1 |
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Session Chair: Gregor Schiele, Universitaet Mannheim, Germany
- Dessign Issues for Peer-to-Peer Massively Multiplayer Online Games [paper, slides]
by Lu Fan, Hamish Taylor, Phil Trinder (Heriot-Watt University, UK)
Massively Multiplayer Online Games are becoming increasingly popular
on the Internet. However, implementing them with a conventional
Client/Server architecture suffers from various technical and commercial
drawbacks. This has awakened research interest in adapting MMOGs to a
Peer-to-Peer architecture. This paper surveys six essential issues in
the implementation of a P2P MMOG. They are interest management, game
event dissemination, NPC host allocation, game state persistency,
cheating mitigation and incentive mechanisms.
- Spatial Publish Subscribe [paper, slides]
by Shun-Yun Hu (National Central University, Taiwan)
Publish / subscribe is a well-known mechanism adopted by many
applications to allow entities interested in certain information
(i.e., the subscribers) to receive relevant messages from certain
message generators (i.e., the publishers). We argue that for
networked or distributed virtual environment (VE) applications,
a spatial publish / subscribe (SPS), where each entity can
receive messages generated within a specified space in the VE,
is a fundamental mechanism underlying various VE applications.
It is therefore of importance for the VE community to understand
the main characteristics and limitations of SPS. This paper
describes the basic mechanism of SPS, and how it can be used to
support various existing VE requirements such as overlay management,
state management, or content management. Potential ways to implement
SPS are also outlined to allow interested parties to develop their
own implementations.
- HyperVerse - Simulation and Testbed Reconciled [paper, slides]
by Jean Botev, Markus Esch, Hermann Schloss, Ingo Scholtes, Peter Sturm (University of Trier, University of Luxembourg)
When dealing with dynamic and large-scale topologies such
as those underlying peer-to-peer (P2P) distributed virtual
environments (DVE), one inescapably reaches the point where
either real-life user input during simulations or experiments
within test environments do not reach a critical mass to be
considered strong and sustainable proof of the applied concepts.
The restrictions resulting from the reciprocity and strict
disjunction of simulation and test environments make it cumbersome
to get a comprehensive assessment, and thus hinder more efficient
development of adaptive algorithms and techniques for DVEs as they
are investigated in our HyperVerse research project. Within this paper
we present a hybrid evaluation system designed to combine the
advantages of simulations and experiments. The proposed infrastructure
exhibits great flexibility particularly alluring in view of the
multitude of potential research in the context of DVEs.
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12:00pm-1:45pm | Lunch break |
1:45pm - 3:15pm | Session 2 |
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Session Chair: Arno Wacker, University of Duisburg-Essen, Germany
- Deadline-Driven Auctions for NPC Host Allocation in P2P MMOGs [paper, slides]
by Lu Fan, Hamish Taylor, Phil Trinder (Heriot-Watt University, UK)
This paper presents the design, implementation and evaluation
of Deadline-Driven Auctions (DDA), a novel task mapping
infrastructure for heterogeneous distributed environments. DDA
is primarily designed to support the hosting of Non-Player
Characters (NPCs) in P2P Massively Multiplayer Online Games
(MMOGs). Experimental and analytical results demonstrate that
DDA provides four significant advantages. Firstly, it is
self-organising as the infrastructure can be automatically
assembled and managed. Secondly, it efficiently allocates
computing resources for large numbers of real-time NPC tasks
in a simulated P2P MMOG with the better part of 1000 players.
Thirdly, it supports gaming interactivity by keeping the
communication latency among NPC hosts and ordinary players
low. Finally, it supports flexible matchmaking policies, and
with a friendly incentive policy, can establish a cooperative
economic model that helps motivate application participants
to contribute their resources to the system.
- QuON -- a Quad-Tree Based Overlay Protocol for Distributed Virtual Worlds [paper, slides]
by Stephan Krause, Helge Backhaus (Universitaet Karlsruhe, Germany)
Massively Multiplayer Online Games and Virtual Worlds are among
the most popular applications on the Internet. As player numbers
increase, the limits of the currently dominant client/server
architecture are becoming obvious. In this paper we propose a
new distributed event dissemination protocol for Virtual Worlds
and MMOGs. This protocol is based upon the idea of mutual
notification: All players send their game event messages directly
to all neighboring players inside their Area of Interest. The
connectedness of the system is ensured by binding neighbors.
They are selected using quad-trees. We show by simulation that
the proposed system achieves practical performance for Virtual
Worlds and Massively Multiplayer Online Games.
- Middleware Mechanisms for Interaction Interoperability in Collaborative Virtual Environments [paper, slides]
by Mario Ciampi, Luigi Gallo, Antonio Coronato, Giuseppe De Pietro (ICAR-CNR, Italy)
In this paper, we discuss interaction interoperability in
Collaborative Virtual Environments (CVE), intended to mean the
ability of two or more users to cooperate despite the heterogeneity
of their interfaces. To allow such interoperability, rather than
focusing on the de-coupling of input devices from interaction
techniques and from interaction tasks, we suggest integrating
interactive systems at higher level through an interface standardization.
To achieve this aim, we propose: i) an architectural model able to
handle differences in input devices and interaction tasks; ii) an
agent-based middleware that provides basic components to integrate
heterogeneous user interfaces. We also present a prototype of an
agent-based middleware able to support developers in the interconnection
of monolithic applications and we introduce tools and languages we
have used to formalize the interaction tasks considered in the case
study.
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3:15pm-3:45pm | Coffee break |
3:45pm-5:30pm | Open panel discussion & Closing remarks |
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Session Chair: Gregor Schiele, Universitaet Mannheim, Gemany
Topics:
- Getting the user in the loop
- Three great ideas you would like to try in a virtual environment
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