Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems
Middleware '01 Proceedings of the IFIP/ACM International Conference on Distributed Systems Platforms Heidelberg
Incremental Construction of Delaunay Overlaid Network for Virtual Collaborative Space
C5 '05 Proceedings of the Third International Conference on Creating, Connecting and Collaborating through Computing
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Dynamic clustering in delaunay-based P2P networked virtual environments
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
CoNEXT '08 Proceedings of the 2008 ACM CoNEXT Conference
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
Application-layer multicasting with Delaunay triangulation overlays
IEEE Journal on Selected Areas in Communications
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
IEEE/ACM Transactions on Networking (TON)
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Second Life (SL) is currently the most popular social virtual world, i.e., a digitalization of the real world where avatars can meet, socialize and trade. SL is managed through a Client/Server (C/S) architecture with a very high cost and limited scalability. A scalable and cheap alternative to C/S is to use a Peer-to-Peer (P2P) approach, where SL users rely only on their own resources (storage, CPU and bandwidth) to run the virtual world. We develop a SL client that allows its users to take advantage of a P2P network structured as a Delaunay overlay. We compare the performance of a P2P and C/S architecture for Second Life, executing several instances of our client over Planetlab and populating a SL region with our controlled avatars. Avatar mobility traces collected in SL are used to drive avatar behaviors. The results show that P2P improves user experience by about 20% compared to C/S (measured in term of consistency). Avatar interactivity is also 5 times faster in P2P than in C/S.