SlideShare ist ein Scribd-Unternehmen logo
1 von 102
Downloaden Sie, um offline zu lesen
Lecture 8
Hybrid Architecture
    for Games
     15 March 2010



                      1
single
               completely
centralized
              decentralized
  server




                              2
P2P with
Central Arbiter


                  3
A trusted central arbiter receives all game
traffic and resolves conflicts if necessary.




                                              4
Benefits of
P2P + Arbiter


                5
low latency among players




                            6
have trusted authority now




                             7
Drawbacks of
P2P + Arbiter


                8
limited scalability

arbiter becomes bottleneck




                             9
Mirrored Servers
  Architecture


                   10
Multiple servers, each replicates the complete game
states and serves clients from different geographical
regions. Each client connects to one server.




                                                        11
Servers may be connected with high speed,
provisioned networked, reducing synchronization
latency among the servers.




                                                  12
Updates from a client are sent to its server, which then
forwards it to other servers. The servers then forward
the updates to all relevant clients.




                                                           13
P2P-style state synchronization
among servers is easier, since

1. servers can be trusted
2. clocks can be synchronized
3. IP multicast may be used
4. higher availability
5. shorter delay

                                  14
Benefits of
Mirrored Servers


                   15
no single point of failures
A client can use another replicated server
        if their nearest server fails.




                                             16
increase total network capacity
  good if networking bandwidth is the
              bottleneck




                                        17
lower latency between
   client and server




                        18
Drawbacks of
Mirrored Servers


                   19
latency between players increases
      due to additional forwarding




                                     20
cannot scale to large world
each server still keeps the complete states




                                              21
Q: How to assign
players to servers?


                      22
Assigning players to closest servers may lead to
overloaded servers.




                                                   23
Assigning players to remote servers may increase
end-to-end latency.




                                                   24
But we only care about latency between players
that are relevant to each other.




                                                 25
Zoned Servers
 Architecture


                26
Divide the game world into independent regions.
     One server is in-charged of one region.




                                                  27
A client connects to the server serving its current
region, and is handed-off to another server when it
moves to another region.




                                                      28
Servers seldom communicate with each other.




                                              29
Updates from a client are sent to its server, which then
forwards it to all relevant clients in the same region.




                                                           30
31
Advantages of
Zoned Servers


                32
Can scale to large world
   Just add more servers




                           33
Drawbacks of
Zoned Servers


                34
Single point of failures
(But can deploy mirrors for each region)




                                           35
Constrained Game Designs




                           36
Supporting Seamless
   Game Worlds


                      37
Divide the game world into regions.
One server is in-charged of one region.




                                          38
Player may move around the world seamlessly




                                              39
A client may see events and objects
     from neighboring regions.




                                      40
Events occurring in one region may affect
       objects in another region.




                                            41
Advantage: Partitioning is transparent
to the players. No artificial constraints in
game design.




                                              42
Advantage: We can now resize the
regions to load-balance among the servers,
improving server utilization.




                                             43
A client connects to the server serving its current
region, and is handed-off to another server when it
moves to another region.




                                                      44
Server communicates with each other to transfer
states, update states etc.




                                                  45
Updates from a client are sent to its server, which then
forwards it to all relevant clients in the same region or
neighboring regions.




                                                            46
or



     47
A client connects to the servers serving its current
region and regions it subscribes to. Updates from
neighboring server are sent directly.




                                                       48
Q: How to partition
 the game world?


                      49
Ideally: each server
should handle the same
   number of players


                         50
Ideally: minimize
 communications
between servers


                    51
Ideally: minimize the
 number of hand offs



                        52
Generic Gaming
   Proxies


                 53
Proxy: trusted host
providing specialized
 services for games


                        54
Proxy: typically close
   to the players


                         55
Examples of Proxy Services:

      Time-stamping
     Message Ordering
   Interest Management


                              56
Example 1:
Time-stamping Services


                         57
Timestamp Cheat in
   P2P Games


                     58
Player generates fake, earlier timestamp to gain
advantage after knowing the opponent's move.


         (m1,t1)




                   (m2,t0)

                                                   59
But such cheat is impossible if a trusted proxy
timestamp the messages instead of the players.

 m1

                                          Proxy
          (m1,t1)



                         (m2,t2)
                                           Proxy


                    m2

                                                   60
The proxy can digitally signed the message to proof
   that he is the one that added the timestamp.

   m1

                                            Proxy
            (m1,t1,s)



                             (m2,t2,s)
                                             Proxy


                        m2

                                                      61
Timestamp Servers is
 generic and is game
    independent


                       62
Example 2:
Message Ordering


                   63
Client/Server
Architecture


                64
Game is divided into rounds based on updates
              from the server.




                                               65
Messages (action) from players are grouped into
rounds. Reaction time is the time between receiving
    message from server and sending an action.




                Reaction Time

                                                      66
We want to deliver messages
to the server in the following
order:



                                 67
1. for a player, messages are
delivered in the order they
are generated.



                                68
69
2. messages from the same
round from different players
are delivered in increasing
order of “reaction time”.



                               70
Messages are not delivered according to reaction time.




                                                         71
3. messages in a round is
delivered to the server
before messages from the
subsequence rounds.



                            72
The second green message from the top player
           violates this condition.




                                               73
Server



 Server Proxy


     Player Proxies


          Players




                      74
The server proxy tags each message (“updates”)
from the server with the round number.



                          Ui


                (Ui, i)        (Ui, i)




                                                 75
The player proxy remembers Ri, the time
message Ui is received, and forwards it to players.




                 (Ui, i)    (Ui, i)

                                      Ri




                                                      76
Action messages from the players are tagged by the
player proxies with (i) round number i (ii) reaction time tij
and (iii) order of action messages from that player.




                                  Aij, i, tij, k


                                             Aij


                                             Pj


                                                                77
Example of tags inserted by the proxy.




Proxy
              k=1   k=2         k=1         k=1
Proxy       t12           t22         t32
   P2




                                                  78
The server proxy now determines two things:
(i) in what order to deliver the messages, and
(ii) when to delivery the messages




              Aij’, i’, tij’, k’   Aij, i, tij, k




                                              Pj


                                                    79
Delivery order: sort the
queue according to round
number, then by reaction
time. Deliver messages in
the order inside the queue.

                              80
Delivery time: can
deliver the head of the
queue as long as no other
messages from the same
round is still in transit.

                             81
Receive Time = RTTj + tij + Si


Player                  tij
Proxy j

Server         Si               RTTj + tij + Si
Proxy

Player
Proxy



                                                  82
Message from k within the same
round i should be sent first if tik < tij



           RTTj + tij + Si




                                           83
If message from k is still in transit when
      message from j is received, then



RTTj + tij + Si < RTTk + tik + Si
                < RTTk + tij + Si



                                               84
If message from k is still in transit when
         message from j is received, then



  RTTj + tij + Si < RTTk + tik + Si
                  < RTTk + tij + Si
If message from j is delivered
   at this time, then message
  from k should have arrived

                                                  85
It is safe to set the delivery
    time of a message from j to be


    max {RTTk} + tij + Si
k in the set of hosts
  whose messages
  have not arrived




                                       86
Example: Consider a given round i. Si = 0
ti1 = 1 ti2 = 2 ti3 = 3
RTT1 = 10 RTT2 = 20 RTT3 = 10

At time 11, message from Player 1 is received.
Delivery time for message 1 = 21



                           1




                                                 87
Example: Consider a given round i. Si = 0
ti1 = 1 ti2 = 2 ti3 = 3
RTT1 = 10 RTT2 = 20 RTT3 = 10

At time 13, message from Player 3 is received.
Delivery time for message 3 = 23



                        3   1




                                                 88
Example: Consider a given round i. Si = 0
ti1 = 1 ti2 = 2 ti3 = 3
RTT1 = 10 RTT2 = 20 RTT3 = 10

At time 21, message from Player 1 is delivered


                            3




                                                 89
Example: Consider a given round i. Si = 0
ti1 = 1 ti2 = 2 ti3 = 3
RTT1 = 10 RTT2 = 20 RTT3 = 10

At time 22, message from Player 2 is received.
Delivery time for message 2 = 12. The message
is sent right away. At time 23, message from
Player 3 is delivered.

                          3   2

(We can actually delivery message 3 earlier as an
optimization)

                                                    90
When a message is inserted into the queue, the delivery
time of messages ahead in the queue may shorten, while
 the delivery time messages behind remains unchanged.




     max {RTTk} + tij + Si >k inmax {RTTk} + tij + Si
                                set of hosts
  k in set of hosts
                             whose messages
  whose messages
                             have not arrived
  have not arrived
                                   now




                                                          91
Consider the case where messages
   from previous round is still in transit,
     the delivery time should be set as


max {Ti-1, max {RTTk} + tij + Si}
           k = set of hosts
           whose messages
           have not arrived



 where Ti-1 is the time where maximum
  delivery time from previous round

                                              92
What if a message is late?

Then it is delivered
immediately to the server


                             93
Advantages: No need to
synchronize clock or
estimate one way delay.

Estimating RTT is easier.

                            94
Server



 Server Proxy


     Player Proxies


          Players




                      95
Examples of Proxy Services:

      Time-stamping
     Message Ordering
   Interest Management



                              96
Example 3:
Interest Management


                      97
Regions       1       2       3       4

                                               Servers




                                               Proxies


                                               Players

Regions    1   1   2       3       2   4   3




                                                         98
Regions       1       2       3       4

                                               Servers




                                               Proxies


                                               Players

Regions    1   1   2       3       2   4   3




                                                         99
Regions       1        2       3       4

                                                Servers




                                                Proxies


                                                Players

Regions    1   1   23       3       2   4   3




                                                          100
Advantages:

Reduced network cost at server

No connect/disconnect at clients
when player moves/region migrates



                                    101
P2P + arbiter
mirrored servers
  zoned servers
servers + proxies



                    102

Weitere ähnliche Inhalte

Andere mochten auch

The Computer Science behind YouTube
The Computer Science behind YouTubeThe Computer Science behind YouTube
The Computer Science behind YouTubeWei Tsang Ooi
 
CS4344 09/10 Lecture 9: Characteristics of Networked Game Traffic
CS4344 09/10 Lecture 9: Characteristics of Networked Game TrafficCS4344 09/10 Lecture 9: Characteristics of Networked Game Traffic
CS4344 09/10 Lecture 9: Characteristics of Networked Game TrafficWei Tsang Ooi
 
CS4344 09/10 Lecture 10: Transport Protocol for Networked Games
CS4344 09/10 Lecture 10: Transport Protocol for Networked GamesCS4344 09/10 Lecture 10: Transport Protocol for Networked Games
CS4344 09/10 Lecture 10: Transport Protocol for Networked GamesWei Tsang Ooi
 
SIGMM Education Effort Presentation at Business Meeting
SIGMM Education Effort Presentation at Business MeetingSIGMM Education Effort Presentation at Business Meeting
SIGMM Education Effort Presentation at Business MeetingWei Tsang Ooi
 
Lecture 1: Design Principles of the Internet
Lecture 1: Design Principles of the InternetLecture 1: Design Principles of the Internet
Lecture 1: Design Principles of the InternetWei Tsang Ooi
 
CS5229 Lecture 5: TCP and TRFC
CS5229 Lecture 5: TCP and TRFCCS5229 Lecture 5: TCP and TRFC
CS5229 Lecture 5: TCP and TRFCWei Tsang Ooi
 
The design philosophy of DARPA internet protocols
The design philosophy of DARPA internet protocolsThe design philosophy of DARPA internet protocols
The design philosophy of DARPA internet protocolsYansi Keim
 
TCP-FIT: An Improved TCP Congestion Control Algorithm and its Performance
TCP-FIT: An Improved TCP Congestion Control Algorithm and its PerformanceTCP-FIT: An Improved TCP Congestion Control Algorithm and its Performance
TCP-FIT: An Improved TCP Congestion Control Algorithm and its PerformanceKevin Tong
 

Andere mochten auch (9)

The Computer Science behind YouTube
The Computer Science behind YouTubeThe Computer Science behind YouTube
The Computer Science behind YouTube
 
CS4344 09/10 Lecture 9: Characteristics of Networked Game Traffic
CS4344 09/10 Lecture 9: Characteristics of Networked Game TrafficCS4344 09/10 Lecture 9: Characteristics of Networked Game Traffic
CS4344 09/10 Lecture 9: Characteristics of Networked Game Traffic
 
CS4344 09/10 Lecture 10: Transport Protocol for Networked Games
CS4344 09/10 Lecture 10: Transport Protocol for Networked GamesCS4344 09/10 Lecture 10: Transport Protocol for Networked Games
CS4344 09/10 Lecture 10: Transport Protocol for Networked Games
 
CS2106 Tutorial 2
CS2106 Tutorial 2CS2106 Tutorial 2
CS2106 Tutorial 2
 
SIGMM Education Effort Presentation at Business Meeting
SIGMM Education Effort Presentation at Business MeetingSIGMM Education Effort Presentation at Business Meeting
SIGMM Education Effort Presentation at Business Meeting
 
Lecture 1: Design Principles of the Internet
Lecture 1: Design Principles of the InternetLecture 1: Design Principles of the Internet
Lecture 1: Design Principles of the Internet
 
CS5229 Lecture 5: TCP and TRFC
CS5229 Lecture 5: TCP and TRFCCS5229 Lecture 5: TCP and TRFC
CS5229 Lecture 5: TCP and TRFC
 
The design philosophy of DARPA internet protocols
The design philosophy of DARPA internet protocolsThe design philosophy of DARPA internet protocols
The design philosophy of DARPA internet protocols
 
TCP-FIT: An Improved TCP Congestion Control Algorithm and its Performance
TCP-FIT: An Improved TCP Congestion Control Algorithm and its PerformanceTCP-FIT: An Improved TCP Congestion Control Algorithm and its Performance
TCP-FIT: An Improved TCP Congestion Control Algorithm and its Performance
 

Ähnlich wie CS4344 09/10 Lecture 8: Hybrid Architecture

CLUSTERED PEER-TO-PEER COMMUNICATION SYSTEM FOR MULTIPLAYER ONLINE GAMES
CLUSTERED PEER-TO-PEER COMMUNICATION SYSTEM FOR MULTIPLAYER ONLINE GAMES CLUSTERED PEER-TO-PEER COMMUNICATION SYSTEM FOR MULTIPLAYER ONLINE GAMES
CLUSTERED PEER-TO-PEER COMMUNICATION SYSTEM FOR MULTIPLAYER ONLINE GAMES Yomna Mahmoud Ibrahim Hassan
 
Multiplayer Java Game
Multiplayer Java GameMultiplayer Java Game
Multiplayer Java Gamekarim baidar
 
Cloud gaming infrastructure in cloudretro.io
Cloud gaming infrastructure in cloudretro.ioCloud gaming infrastructure in cloudretro.io
Cloud gaming infrastructure in cloudretro.ioTh Nguy?n H?u
 
Prairie DevCon-What's New in Hyper-V in Windows Server "8" Beta - Part 2
Prairie DevCon-What's New in Hyper-V in Windows Server "8" Beta - Part 2Prairie DevCon-What's New in Hyper-V in Windows Server "8" Beta - Part 2
Prairie DevCon-What's New in Hyper-V in Windows Server "8" Beta - Part 2Damir Bersinic
 
CS4344 09/10 Lecture 1: Introduction
CS4344 09/10 Lecture 1: IntroductionCS4344 09/10 Lecture 1: Introduction
CS4344 09/10 Lecture 1: IntroductionWei Tsang Ooi
 
Game Networking for Online games
Game Networking for Online gamesGame Networking for Online games
Game Networking for Online gamesMinh Nghiem
 
Hyper-V 3.0 Overview
Hyper-V 3.0 OverviewHyper-V 3.0 Overview
Hyper-V 3.0 OverviewTudor Damian
 
Tudor Damian - Hyper-V 3.0 overview
Tudor Damian - Hyper-V 3.0 overviewTudor Damian - Hyper-V 3.0 overview
Tudor Damian - Hyper-V 3.0 overviewITCamp
 
Writing Networking Clients in Go - GopherCon 2017 talk
Writing Networking Clients in Go - GopherCon 2017 talkWriting Networking Clients in Go - GopherCon 2017 talk
Writing Networking Clients in Go - GopherCon 2017 talkNATS
 
GopherCon 2017 - Writing Networking Clients in Go: The Design & Implementati...
GopherCon 2017 -  Writing Networking Clients in Go: The Design & Implementati...GopherCon 2017 -  Writing Networking Clients in Go: The Design & Implementati...
GopherCon 2017 - Writing Networking Clients in Go: The Design & Implementati...wallyqs
 
3_System_Requirements_and_Scaling
3_System_Requirements_and_Scaling3_System_Requirements_and_Scaling
3_System_Requirements_and_Scalingwebuploader
 
Scalability & Big Data challenges in real time multiplayer games
Scalability & Big Data challenges in real time multiplayer gamesScalability & Big Data challenges in real time multiplayer games
Scalability & Big Data challenges in real time multiplayer gamesYan Cui
 
PlayFab multiplayer_party
PlayFab multiplayer_partyPlayFab multiplayer_party
PlayFab multiplayer_partyCrystin Cox
 
VMworld Europe 2014: Advanced Network Services with NSX
VMworld Europe 2014: Advanced Network Services with NSXVMworld Europe 2014: Advanced Network Services with NSX
VMworld Europe 2014: Advanced Network Services with NSXVMworld
 
Intel ESB2 ASF Firmware Update
Intel ESB2 ASF Firmware UpdateIntel ESB2 ASF Firmware Update
Intel ESB2 ASF Firmware Updatewebhostingguy
 

Ähnlich wie CS4344 09/10 Lecture 8: Hybrid Architecture (20)

CLUSTERED PEER-TO-PEER COMMUNICATION SYSTEM FOR MULTIPLAYER ONLINE GAMES
CLUSTERED PEER-TO-PEER COMMUNICATION SYSTEM FOR MULTIPLAYER ONLINE GAMES CLUSTERED PEER-TO-PEER COMMUNICATION SYSTEM FOR MULTIPLAYER ONLINE GAMES
CLUSTERED PEER-TO-PEER COMMUNICATION SYSTEM FOR MULTIPLAYER ONLINE GAMES
 
Multiplayer Java Game
Multiplayer Java GameMultiplayer Java Game
Multiplayer Java Game
 
Cloud gaming infrastructure in cloudretro.io
Cloud gaming infrastructure in cloudretro.ioCloud gaming infrastructure in cloudretro.io
Cloud gaming infrastructure in cloudretro.io
 
Prairie DevCon-What's New in Hyper-V in Windows Server "8" Beta - Part 2
Prairie DevCon-What's New in Hyper-V in Windows Server "8" Beta - Part 2Prairie DevCon-What's New in Hyper-V in Windows Server "8" Beta - Part 2
Prairie DevCon-What's New in Hyper-V in Windows Server "8" Beta - Part 2
 
CS4344 09/10 Lecture 1: Introduction
CS4344 09/10 Lecture 1: IntroductionCS4344 09/10 Lecture 1: Introduction
CS4344 09/10 Lecture 1: Introduction
 
Game Networking for Online games
Game Networking for Online gamesGame Networking for Online games
Game Networking for Online games
 
Hyper-V 3.0 Overview
Hyper-V 3.0 OverviewHyper-V 3.0 Overview
Hyper-V 3.0 Overview
 
Tudor Damian - Hyper-V 3.0 overview
Tudor Damian - Hyper-V 3.0 overviewTudor Damian - Hyper-V 3.0 overview
Tudor Damian - Hyper-V 3.0 overview
 
Writing Networking Clients in Go - GopherCon 2017 talk
Writing Networking Clients in Go - GopherCon 2017 talkWriting Networking Clients in Go - GopherCon 2017 talk
Writing Networking Clients in Go - GopherCon 2017 talk
 
GopherCon 2017 - Writing Networking Clients in Go: The Design & Implementati...
GopherCon 2017 -  Writing Networking Clients in Go: The Design & Implementati...GopherCon 2017 -  Writing Networking Clients in Go: The Design & Implementati...
GopherCon 2017 - Writing Networking Clients in Go: The Design & Implementati...
 
CloudStack Networking
CloudStack NetworkingCloudStack Networking
CloudStack Networking
 
3_System_Requirements_and_Scaling
3_System_Requirements_and_Scaling3_System_Requirements_and_Scaling
3_System_Requirements_and_Scaling
 
Scalability & Big Data challenges in real time multiplayer games
Scalability & Big Data challenges in real time multiplayer gamesScalability & Big Data challenges in real time multiplayer games
Scalability & Big Data challenges in real time multiplayer games
 
PlayFab multiplayer_party
PlayFab multiplayer_partyPlayFab multiplayer_party
PlayFab multiplayer_party
 
線上遊戲與雲端運算
線上遊戲與雲端運算線上遊戲與雲端運算
線上遊戲與雲端運算
 
VMworld Europe 2014: Advanced Network Services with NSX
VMworld Europe 2014: Advanced Network Services with NSXVMworld Europe 2014: Advanced Network Services with NSX
VMworld Europe 2014: Advanced Network Services with NSX
 
10
1010
10
 
Software Defined Networking
Software Defined NetworkingSoftware Defined Networking
Software Defined Networking
 
Intel ESB2 ASF Firmware Update
Intel ESB2 ASF Firmware UpdateIntel ESB2 ASF Firmware Update
Intel ESB2 ASF Firmware Update
 
Ovo and nnm work flow at ahcc
Ovo and nnm work flow at ahccOvo and nnm work flow at ahcc
Ovo and nnm work flow at ahcc
 

Mehr von Wei Tsang Ooi

CS4344 09/10 Lecture 7: P2P Interest Management
CS4344 09/10 Lecture 7: P2P Interest ManagementCS4344 09/10 Lecture 7: P2P Interest Management
CS4344 09/10 Lecture 7: P2P Interest ManagementWei Tsang Ooi
 
CS4344 09/10 Lecture 6: P2P Synchronization
CS4344 09/10 Lecture 6: P2P SynchronizationCS4344 09/10 Lecture 6: P2P Synchronization
CS4344 09/10 Lecture 6: P2P SynchronizationWei Tsang Ooi
 
Cs4344 09/10 Lecture 5: Interest Management
Cs4344 09/10 Lecture 5: Interest ManagementCs4344 09/10 Lecture 5: Interest Management
Cs4344 09/10 Lecture 5: Interest ManagementWei Tsang Ooi
 
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception FilterCS4344 09/10 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception FilterWei Tsang Ooi
 
CS5229 09/10 Lecture 11: DNS
CS5229 09/10 Lecture 11: DNSCS5229 09/10 Lecture 11: DNS
CS5229 09/10 Lecture 11: DNSWei Tsang Ooi
 
CS5229 09/10 Lecture 10: Internet Routing
CS5229 09/10 Lecture 10: Internet RoutingCS5229 09/10 Lecture 10: Internet Routing
CS5229 09/10 Lecture 10: Internet RoutingWei Tsang Ooi
 
CS5229 09/10 Lecture 9: Internet Packet Dynamics
CS5229 09/10 Lecture 9: Internet Packet DynamicsCS5229 09/10 Lecture 9: Internet Packet Dynamics
CS5229 09/10 Lecture 9: Internet Packet DynamicsWei Tsang Ooi
 
CS5229 09/10 Lecture 6: Simulation
CS5229 09/10 Lecture 6: SimulationCS5229 09/10 Lecture 6: Simulation
CS5229 09/10 Lecture 6: SimulationWei Tsang Ooi
 
Lecture 4: TCP and TFRC
Lecture 4: TCP and TFRCLecture 4: TCP and TFRC
Lecture 4: TCP and TFRCWei Tsang Ooi
 
Lecture 2: Congestion Control and Avoidance
Lecture 2: Congestion Control and AvoidanceLecture 2: Congestion Control and Avoidance
Lecture 2: Congestion Control and AvoidanceWei Tsang Ooi
 
Lecture 0: Introduction to CS5229
Lecture 0: Introduction to CS5229Lecture 0: Introduction to CS5229
Lecture 0: Introduction to CS5229Wei Tsang Ooi
 
CS4344 Lecture 10: Player Dynamics
CS4344 Lecture 10: Player DynamicsCS4344 Lecture 10: Player Dynamics
CS4344 Lecture 10: Player DynamicsWei Tsang Ooi
 
CS4344 Lecture 9: Traffic Analysis
CS4344 Lecture 9: Traffic AnalysisCS4344 Lecture 9: Traffic Analysis
CS4344 Lecture 9: Traffic AnalysisWei Tsang Ooi
 
CS5229 Lecture 9: Internet Topology
CS5229 Lecture 9: Internet TopologyCS5229 Lecture 9: Internet Topology
CS5229 Lecture 9: Internet TopologyWei Tsang Ooi
 
CS5229 Lecture 9: Simulating the Internet
CS5229 Lecture 9: Simulating the InternetCS5229 Lecture 9: Simulating the Internet
CS5229 Lecture 9: Simulating the InternetWei Tsang Ooi
 
CS5229 Lecture 7: Queue Management
CS5229 Lecture 7: Queue ManagementCS5229 Lecture 7: Queue Management
CS5229 Lecture 7: Queue ManagementWei Tsang Ooi
 
Lecture 7: DHT and P2P Games
Lecture 7: DHT and P2P GamesLecture 7: DHT and P2P Games
Lecture 7: DHT and P2P GamesWei Tsang Ooi
 
CS4344 Lecture 6: Interest Management in P2P Architecture
CS4344 Lecture 6: Interest Management in P2P ArchitectureCS4344 Lecture 6: Interest Management in P2P Architecture
CS4344 Lecture 6: Interest Management in P2P ArchitectureWei Tsang Ooi
 
CS4344 Lecture 5: Synchronization and Cheating in P2P Games
CS4344 Lecture 5: Synchronization and Cheating in P2P GamesCS4344 Lecture 5: Synchronization and Cheating in P2P Games
CS4344 Lecture 5: Synchronization and Cheating in P2P GamesWei Tsang Ooi
 

Mehr von Wei Tsang Ooi (20)

CS4344 09/10 Lecture 7: P2P Interest Management
CS4344 09/10 Lecture 7: P2P Interest ManagementCS4344 09/10 Lecture 7: P2P Interest Management
CS4344 09/10 Lecture 7: P2P Interest Management
 
CS4344 09/10 Lecture 6: P2P Synchronization
CS4344 09/10 Lecture 6: P2P SynchronizationCS4344 09/10 Lecture 6: P2P Synchronization
CS4344 09/10 Lecture 6: P2P Synchronization
 
Cs4344 09/10 Lecture 5: Interest Management
Cs4344 09/10 Lecture 5: Interest ManagementCs4344 09/10 Lecture 5: Interest Management
Cs4344 09/10 Lecture 5: Interest Management
 
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception FilterCS4344 09/10 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception Filter
 
CS5229 09/10 Lecture 11: DNS
CS5229 09/10 Lecture 11: DNSCS5229 09/10 Lecture 11: DNS
CS5229 09/10 Lecture 11: DNS
 
CS5229 09/10 Lecture 10: Internet Routing
CS5229 09/10 Lecture 10: Internet RoutingCS5229 09/10 Lecture 10: Internet Routing
CS5229 09/10 Lecture 10: Internet Routing
 
CS5229 09/10 Lecture 9: Internet Packet Dynamics
CS5229 09/10 Lecture 9: Internet Packet DynamicsCS5229 09/10 Lecture 9: Internet Packet Dynamics
CS5229 09/10 Lecture 9: Internet Packet Dynamics
 
CS5229 09/10 Lecture 6: Simulation
CS5229 09/10 Lecture 6: SimulationCS5229 09/10 Lecture 6: Simulation
CS5229 09/10 Lecture 6: Simulation
 
Lecture 5: RED
Lecture 5: REDLecture 5: RED
Lecture 5: RED
 
Lecture 4: TCP and TFRC
Lecture 4: TCP and TFRCLecture 4: TCP and TFRC
Lecture 4: TCP and TFRC
 
Lecture 2: Congestion Control and Avoidance
Lecture 2: Congestion Control and AvoidanceLecture 2: Congestion Control and Avoidance
Lecture 2: Congestion Control and Avoidance
 
Lecture 0: Introduction to CS5229
Lecture 0: Introduction to CS5229Lecture 0: Introduction to CS5229
Lecture 0: Introduction to CS5229
 
CS4344 Lecture 10: Player Dynamics
CS4344 Lecture 10: Player DynamicsCS4344 Lecture 10: Player Dynamics
CS4344 Lecture 10: Player Dynamics
 
CS4344 Lecture 9: Traffic Analysis
CS4344 Lecture 9: Traffic AnalysisCS4344 Lecture 9: Traffic Analysis
CS4344 Lecture 9: Traffic Analysis
 
CS5229 Lecture 9: Internet Topology
CS5229 Lecture 9: Internet TopologyCS5229 Lecture 9: Internet Topology
CS5229 Lecture 9: Internet Topology
 
CS5229 Lecture 9: Simulating the Internet
CS5229 Lecture 9: Simulating the InternetCS5229 Lecture 9: Simulating the Internet
CS5229 Lecture 9: Simulating the Internet
 
CS5229 Lecture 7: Queue Management
CS5229 Lecture 7: Queue ManagementCS5229 Lecture 7: Queue Management
CS5229 Lecture 7: Queue Management
 
Lecture 7: DHT and P2P Games
Lecture 7: DHT and P2P GamesLecture 7: DHT and P2P Games
Lecture 7: DHT and P2P Games
 
CS4344 Lecture 6: Interest Management in P2P Architecture
CS4344 Lecture 6: Interest Management in P2P ArchitectureCS4344 Lecture 6: Interest Management in P2P Architecture
CS4344 Lecture 6: Interest Management in P2P Architecture
 
CS4344 Lecture 5: Synchronization and Cheating in P2P Games
CS4344 Lecture 5: Synchronization and Cheating in P2P GamesCS4344 Lecture 5: Synchronization and Cheating in P2P Games
CS4344 Lecture 5: Synchronization and Cheating in P2P Games
 

Kürzlich hochgeladen

2024 April Patch Tuesday
2024 April Patch Tuesday2024 April Patch Tuesday
2024 April Patch TuesdayIvanti
 
Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteDianaGray10
 
TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024Lonnie McRorey
 
[Webinar] SpiraTest - Setting New Standards in Quality Assurance
[Webinar] SpiraTest - Setting New Standards in Quality Assurance[Webinar] SpiraTest - Setting New Standards in Quality Assurance
[Webinar] SpiraTest - Setting New Standards in Quality AssuranceInflectra
 
How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.Curtis Poe
 
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Object...
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Object...(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Object...
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Object...AliaaTarek5
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc
 
How to Effectively Monitor SD-WAN and SASE Environments with ThousandEyes
How to Effectively Monitor SD-WAN and SASE Environments with ThousandEyesHow to Effectively Monitor SD-WAN and SASE Environments with ThousandEyes
How to Effectively Monitor SD-WAN and SASE Environments with ThousandEyesThousandEyes
 
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptxPasskey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptxLoriGlavin3
 
Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...Rick Flair
 
Potential of AI (Generative AI) in Business: Learnings and Insights
Potential of AI (Generative AI) in Business: Learnings and InsightsPotential of AI (Generative AI) in Business: Learnings and Insights
Potential of AI (Generative AI) in Business: Learnings and InsightsRavi Sanghani
 
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptxThe Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptxLoriGlavin3
 
Scale your database traffic with Read & Write split using MySQL Router
Scale your database traffic with Read & Write split using MySQL RouterScale your database traffic with Read & Write split using MySQL Router
Scale your database traffic with Read & Write split using MySQL RouterMydbops
 
Digital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptxDigital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptxLoriGlavin3
 
Manual 508 Accessibility Compliance Audit
Manual 508 Accessibility Compliance AuditManual 508 Accessibility Compliance Audit
Manual 508 Accessibility Compliance AuditSkynet Technologies
 
Data governance with Unity Catalog Presentation
Data governance with Unity Catalog PresentationData governance with Unity Catalog Presentation
Data governance with Unity Catalog PresentationKnoldus Inc.
 
A Deep Dive on Passkeys: FIDO Paris Seminar.pptx
A Deep Dive on Passkeys: FIDO Paris Seminar.pptxA Deep Dive on Passkeys: FIDO Paris Seminar.pptx
A Deep Dive on Passkeys: FIDO Paris Seminar.pptxLoriGlavin3
 
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxMerck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxLoriGlavin3
 
Sample pptx for embedding into website for demo
Sample pptx for embedding into website for demoSample pptx for embedding into website for demo
Sample pptx for embedding into website for demoHarshalMandlekar2
 
What is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfWhat is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfMounikaPolabathina
 

Kürzlich hochgeladen (20)

2024 April Patch Tuesday
2024 April Patch Tuesday2024 April Patch Tuesday
2024 April Patch Tuesday
 
Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test Suite
 
TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024
 
[Webinar] SpiraTest - Setting New Standards in Quality Assurance
[Webinar] SpiraTest - Setting New Standards in Quality Assurance[Webinar] SpiraTest - Setting New Standards in Quality Assurance
[Webinar] SpiraTest - Setting New Standards in Quality Assurance
 
How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.
 
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Object...
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Object...(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Object...
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Object...
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
 
How to Effectively Monitor SD-WAN and SASE Environments with ThousandEyes
How to Effectively Monitor SD-WAN and SASE Environments with ThousandEyesHow to Effectively Monitor SD-WAN and SASE Environments with ThousandEyes
How to Effectively Monitor SD-WAN and SASE Environments with ThousandEyes
 
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptxPasskey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptx
 
Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...
 
Potential of AI (Generative AI) in Business: Learnings and Insights
Potential of AI (Generative AI) in Business: Learnings and InsightsPotential of AI (Generative AI) in Business: Learnings and Insights
Potential of AI (Generative AI) in Business: Learnings and Insights
 
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptxThe Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
 
Scale your database traffic with Read & Write split using MySQL Router
Scale your database traffic with Read & Write split using MySQL RouterScale your database traffic with Read & Write split using MySQL Router
Scale your database traffic with Read & Write split using MySQL Router
 
Digital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptxDigital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptx
 
Manual 508 Accessibility Compliance Audit
Manual 508 Accessibility Compliance AuditManual 508 Accessibility Compliance Audit
Manual 508 Accessibility Compliance Audit
 
Data governance with Unity Catalog Presentation
Data governance with Unity Catalog PresentationData governance with Unity Catalog Presentation
Data governance with Unity Catalog Presentation
 
A Deep Dive on Passkeys: FIDO Paris Seminar.pptx
A Deep Dive on Passkeys: FIDO Paris Seminar.pptxA Deep Dive on Passkeys: FIDO Paris Seminar.pptx
A Deep Dive on Passkeys: FIDO Paris Seminar.pptx
 
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxMerck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
 
Sample pptx for embedding into website for demo
Sample pptx for embedding into website for demoSample pptx for embedding into website for demo
Sample pptx for embedding into website for demo
 
What is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfWhat is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdf
 

CS4344 09/10 Lecture 8: Hybrid Architecture