Storage management and caching in PAST, a large-scale, persistent peer-to-peer storage utility
SOSP '01 Proceedings of the eighteenth ACM symposium on Operating systems principles
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
Trading Replication Consistency for Performance and Availability: an Adaptive Approach
ICDCS '03 Proceedings of the 23rd International Conference on Distributed Computing Systems
Ensuring Content and Intention Consistency in Real-Time Group Editors
ICDCS '04 Proceedings of the 24th International Conference on Distributed Computing Systems (ICDCS'04)
Adaptive Replication in Peer-to-Peer Systems
ICDCS '04 Proceedings of the 24th International Conference on Distributed Computing Systems (ICDCS'04)
Vivaldi: a decentralized network coordinate system
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
Mercury: supporting scalable multi-attribute range queries
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
An Adaptive Protocol for Efficient Support of Range Queries in DHT-Based Systems
ICNP '04 Proceedings of the 12th IEEE International Conference on Network Protocols
On lifetime-based node failure and stochastic resilience of decentralized peer-to-peer networks
SIGMETRICS '05 Proceedings of the 2005 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
Predicting node availability in peer-to-peer networks
SIGMETRICS '05 Proceedings of the 2005 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
Flexible Consistency for Wide Area Peer Replication
ICDCS '05 Proceedings of the 25th IEEE International Conference on Distributed Computing Systems
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
A case study in building layered DHT applications
Proceedings of the 2005 conference on Applications, technologies, architectures, and protocols for computer communications
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Elastic Routing Table with Provable Performance for Congestion Control in DHT Networks
ICDCS '06 Proceedings of the 26th IEEE International Conference on Distributed Computing Systems
Understanding churn in peer-to-peer networks
Proceedings of the 6th ACM SIGCOMM conference on Internet measurement
Data consistency for P2P collaborative editing
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Exploiting availability prediction in distributed systems
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
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 7th ACM SIGCOMM conference on Internet measurement
Online balancing of range-partitioned data with applications to peer-to-peer systems
VLDB '04 Proceedings of the Thirtieth international conference on Very large data bases - Volume 30
A measurement study of virtual populations in massively multiplayer online games
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
m-LIGHT: Indexing Multi-Dimensional Data over DHTs
ICDCS '09 Proceedings of the 2009 29th IEEE International Conference on Distributed Computing Systems
Matchmaking for online games and other latency-sensitive P2P systems
Proceedings of the ACM SIGCOMM 2009 conference on Data communication
Measurement and estimation of network QoS among peer Xbox 360 game players
PAM'08 Proceedings of the 9th international conference on Passive and active network measurement
Brushwood: distributed trees in peer-to-peer systems
IPTPS'05 Proceedings of the 4th international conference on Peer-to-Peer Systems
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
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Peer-to-Peer (P2P) systems have been widely used by networked interactive applications to relieve the drawback and reduce the reliance on well-provisioned servers. A core challenge is to provide consistency maintenance for a massive number of users in a P2P manner. This requires propagating updates on time by only using the uplink bandwidth from individual users instead of relying on dedicated servers. In this paper, we present a P2P system called PPAct to provide consistency maintenance for large-scale fast-interactive applications. We use massive multi-player online games as example applications to illustrate PPAct. The design can be directly applied to other interactive applications. We adopt the Area-of-Interest (AOI) filtering method, which is proposed in prior works [1,2], to reduce bandwidth consumption of update delivery. We solve the AOI's critical problem of bandwidth shortage in hot regions by dynamically balancing the workload of each region in a distributed way. We separate the roles of view discovery from consistency maintenance by assigning players as ''region hosts'' and ''object holders.'' A region host is responsible for tracking objects and players within a region, and an object holder is responsible for sending updates about an object to interested players. Lookup queries for view discovery are processed by region hosts, while consistency maintenance of objects is taken by object holders. Separating the roles not only alleviates the workload overflow in hot regions, but also speeds up view discovery and update delivery. Another key idea is that peers contribute spare bandwidth in a fully distributed way to forwarding updates about objects of interest. Thus popular, high-demand objects will have more peers forward updates. We also present how to select capable and reliable players for region hosts and object holders. A P2P network simulator is developed to evaluate PPAct on two major types of online games: role-playing games (RPGs) and first-person shooter (FPS) games. The results demonstrate that PPAct successfully supports 10,000 players in RPGs and 1500 players in FPS games. PPAct outperforms SimMud [2] in RPGs and Donnybrook [3] in FPS games by 40% and 30% higher successful update rates respectively.