• Title/Summary/Keyword: peer-to-peer traffic

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P2P Systems based on Cloud Computing for Scalability of MMOG (MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.

Bandwidth Analysis of Massively Multiplayer Online Games based on Peer-to-Peer and Cloud Computing (P2P와 클라우드 컴퓨팅에 기반한 대규모 멀티플레이어 온라인 게임의 대역폭 분석)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Cloud computing has recently become an attractive solution for massively multiplayer online games(MMOGs), as it lifts operators from the burden of buying and maintaining hardware. Peer-to-peer(P2P) -based solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. We propose a hybrid architecture for MMOGs that combines technological advantages of two different paradigms, P2P and cloud computing. An efficient and effective provisioning of resources and mapping of load are mandatory to realize an architecture that scales in economical cost and quality of service to large communities of users. As the number of simultaneous players keeps growing, the hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. For MMOGs, besides server time, bandwidth costs represent a major expense when renting on-demand resources. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed hybrid architecture can reduce the bandwidth at the server while utilizing enough bandwidth of players.

Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

P2P Group Search Algorithm to Improve Usability (사용성 개선을 위한 P2P 그룹 검색 알고리즘)

  • Kim, Boon-Hee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.2
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    • pp.185-192
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    • 2010
  • A P2P technology in distributed environments is very useful in the respect that persons to have resources efficiently share the resources. A P2P system is caused as follows : resource search, resource transmission, resource transmission again and then excessively occurred network traffic. To improve performance about this a lot of studies is proceeding. One of this various study's directions to improve performance is recently come to a field to improve usability as such person. At this point this study is proposed P2P group search algorithm to improve usability.

A Sinkhole Detection Method based on Incremental Learning in Wireless Ad Hoc Networks

  • Kim, Ki-Sung;Kim, Se-Hun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2007.11a
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    • pp.377-382
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    • 2007
  • Mobile ad hoc network(MANET) is a kind of wireless network which has no infrastructure. Each component node of MANET can move freely and communicate based on wireless peer to peer mode. Because of its vulnerable routing protocols, MANET is exposed to many kinds of attacks. A sinkhole attack is one of the representative attacks in MANET caused by attempts to draw all network traffic to a sinkhole node. This paper focuses on the sinkhole problem on Dynamic Source Routing(DSR) protocol in MANET. To detect the sinkhole node, we extract several useful sinkhole indicators through analyzing the sinkhole problem, then propose an efficient detection method based on an incremental learning algorithm. The simulation results show that the proposed method is effective and reliable for detecting sinkhole intrusion.

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Traffic-Oriented Stream Scheduling for 5G-based D2D Streaming Services

  • Lee, Chong-Deuk
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.95-103
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    • 2022
  • As 5G mobile communication services gradually expand in P2P (peer-to-peer) or D2D (device-to-device) applications, traffic-oriented stream control such as YouTube streaming is emerging as an important technology. In D2D communication, the type of data stream most frequently transmitted by users is a video stream, which has the characteristics of a large-capacity transport stream. In a D2D communication environment, this type of stream not only provides a cause of traffic congestion, but also degrades the quality of service between D2D User Equipments (DUEs). In this paper, we propose a Traffic-Oriented Stream Scheduling (TOSS) scheme to minimize the interruption of dynamic media streams such as video streams and to optimize streaming service quality. The proposed scheme schedules the media stream by analyzing the characteristics of the media stream and the traffic type in the bandwidth of 3.5 GHz and 28 GHz under the 5G gNB environment. We examine the performance of the proposed scheme through simulation, and the simulation results show that the proposed scheme has better performance than other comparative methods.

An Electronic Ordering System in Realtime Mobile Using APNs (APNs를 이용한 실시간 모바일 전자 주문시스템)

  • Lee, Dong Sung;Jang, Eun Gyeom;Ahn, Woo-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.185-188
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    • 2013
  • 음성통화 위주의 통신 시장이 무선 인터넷 중심으로 변함에 따라 스마트디바이스의 생태계가 진화하고 있다. 일반 데스크탑 환경에서 보여지는 웹을 바탕으로 모바일 디바이스에서도 데스크탑 퀄리티의 환경을 사용할 수 있게 되었다. 또한 UI를 비롯하여 사용자 중심의 각종 서비스들이 개발되고 있으며 향후, 2016년까지 전 세계 모바일 데이터 트래픽이 현재의 10배 수준으로 증가할 것으로 전망하고 있다. 본 논문에서는 기존 모바일디바이스를 활용한 주문 시스템의 단점과 한계를 APNs방식을 사용하여 모바일 데이터사용량을 최소화함으로써 모바일 데이터 트래픽의 낭비가 심한 문제점을 보완하였다. 또한 TLS peer-to-peer방식을 사용하여 신뢰성 있는 접속환경을 만듦으로써 보완성을 높였다. 전송에 대한 반응과 보완성을 높여 기존 방식에 비하여 더욱 안정적인 환경을 구축하였다.

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Connectivity properties of real BitTorrent swarms

  • Ruben, Cuevas;Michal, Kryczka;Angel, Cuevas;Carmen, Guerrero;Arturo, Azcorra
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.9
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    • pp.2246-2267
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    • 2013
  • BitTorrent is one of the most important applications in the current Internet. Despite of its interest, we still have little knowledge regarding the connectivity properties of real BitTorrent swarms. In this paper we leverage a dataset including the connectivity information of 250 real torrents and more than 150k peers to carefully study the connectivity properties of peers. The main topology parameters of the studied swarms suggest that they are significantly less resilient than random graphs. The analysis of the peer level connectivity properties reveals that peers continuously change more than half of their neighbours. Furthermore, we also find that a leecher typically keeps stable connections with a handful of neighbours with which it exchanges most of its traffic whereas seeders do not establish long-term connections with any peer so that they can homogeneously distribute chunks among leechers. Finally, we have discovered that a significant portion of the studied peers (45%) have an important locality-biased neighbourhood composition.

Content aware Internet Application Traffic Measurement and Analysis for Precise Accounting and Billing (정밀 과금을 위한 컨텐츠기반 인터넷 응용 트래픽 측정 및 분석)

  • 최태상;박정숙;윤승현;김형환;김창훈;정형석;이병준;정태수
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.40 no.10
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    • pp.138-149
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    • 2003
  • As the Internet is quickly evolving from best-effort networks to business quality networks, billing based on the precise traffic measurement becomes an important issue for Internet Service Providers (ISPs). Billing settlement is necessary not only between ISP and customers but also between ISPs. Currently, most ISPs use a flat rate charging policy. Besides the degree of difficulty in deriving appropriate charging policies agreeable by a concerned party, there are substantial technical challenges to come up with a good usage-based accounting system. Usage-based accounting depending on IP packet header information only is not sufficient anymore due to highly dynamic nature of the development and the use of the Internet applications such as peer-to-peer and network games. They are using port numbers dynamically and even several applications can use the same port number. Thus, more precise means of classifying them and accounting their traffic usages are required. In this paper, we propose a high performance, adaptable, configurable, and scalable content-aware application traffic measurement and analysis system which can achieve very accurate usage-based accounting.

An Effective P2P Searching Algorithm Based on Leveled OK Mechanism (단계별 OK 기법 기반 효과적 P2P 검색 알고리즘)

  • kim Boon-Hee;Lee Jun-Yeon
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.2 s.34
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    • pp.69-78
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    • 2005
  • As the study and use of P2P systems are diversified, the effect of excessive amount of traffic, which occurs in searching peers' resource and is considered as a network bandwidth Problem, cannot let the matter Pass without making a protest. In case P2P application doesn't reduce network traffic, it can be much effected to use bandwidth smoothly in the internet environment where various network applications lie scattered and there will be inconvenience when many network users makes use of related applications . In this Paper, we propose a pure P2P model based-broadcasting technique for producing successful hit ratio and traffic amount in the weakly connected environment based-P2P system where situation of peers' connection and exit is ambiguous . The proposed searching technique is designed/implemented to improve a resident problem in the related system and we have estimated the performance of the proposed searching technique comparing our technique with the existing broadcasting based-searching technique .

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