Peer-to-Peer Computing
    (同儕計算) 2007
               
        
        
        
        Lecturer:jrjiang@csie.ncu.edu.tw
    (江振瑞)
        Teacher Assistant: cavour@acnlab.csie.ncu.edu.tw
    (張少榛) 
        
Time: Wen. 09:00~11:50
        
Place: E6-A210
        
BlackBoard System: http://bb.ncu.edu.tw
    (同儕計算)
        
        
 
        Course Description:
        This course provides an in-depth examination of advanced topics in
 peer-to-peer    (P2P) computing in which all the peers play symmetric roles
 as both clients    and servers. The course has two parts. The first part
covers traditional   P2P-related topics such as P2P search, P2P storage,
P2P multicast, P2P security,   P2P reputation and incentive, P2P censorship-resistance,
P2P resource trading,    P2P knowledge sharing, P2P on mobile ad hoc networks,
 and so on. The second    part covers P2P networked virtual environment (P2P
 NVE) related topics,  such as P2P massively multiplayer online games (MMOGs),
 latency compensation,  playability,  cheats, user creation, community management
 and 3D scene streaming  for online  games, etc. After learning the course,
 the students can become  familiar with  basic concepts of P2P computing.
        
        
Syllabus:         
               
          - Core Concepts in P2P Computing (P2P.ppt)
Part 1 – Traditional P2P Resource Sharing
          - P2P Content Sharing - Napster and Gnutella: How to improve
Gnutella    (Gnutella.zip)
 * 3 Oral Reports on March 21
 
            - The Shadow Protocol: A More Optimized Version of Gnutella
- A Smart Gnutella Overlay Formation for Collaborative Virtual
  Environments  over Mobile Ad-Hoc Networks
- Adding structure to Gnutella to improve search performance
 in  a real-world deployment
 
 
- March 28: Digitel 2007 Keynote Speech 5 [09:00 at Room A102]
 What can Children Learn through Game-based Learning Systems?
 Masanori Sugimoto
 You should submit a 3-page report to BB system. (Do you have any idea 
 to  implement a game-based learning system by our VASTATE library?)
 
- Distributed Hash Tables (DHTs) (Chord, CAN, Pastry, Tornado, 
  etc) (Structured-P2P-Networks.zip)
 * 8 Oral Reports on April 18 and 25 (35 minutes each)
 1.    Enhancing peer-to-peer systems through redundancy
 Paola Flocchini; Amiya Nayak; Ming Xie;
 Selected Areas in Communications, IEEE Journal on
 Volume 25,  Issue 1,  Jan. 2007 Page(s):15 - 24
 2.    Improving the Lookup Performance of Chord Network by Hashing Landmark 
  Clusters
 Yun-Shuai Yu; Yu-Ben Miao; Ce-Kuen Shieh;
 Networks, 2006. ICON '06. 14th IEEE International Conference on
 Volume 2,  Sept. 2006 Page(s):1 - 4
 3.    The Effect of Replica Placement on Routing Robustness in Distributed 
  Hash Tables
 Harvesf, C.; Blough, D.M.; Peer-to-Peer Computing, 2006. P2P 2006. Sixth 
  IEEE International Conference on
 06-08 Sept. 2006 Page(s):57 - 6
 4.    Incorporating Clusters into Hybrid P2P Network
 Ertao Lv; Zhenhua Duan; Jian-Jun Qi; Yang Cao; Zhuo Peng;
 Digital Society, 2007. ICDS '07. First International Conference on the
 Jan. 2007 Page(s):17 - 17
 5.    MAPS: Multi-Attribute Search in P2P Networks using Schema
 Krishnamoorthy, S.; Mondal, S.A.;
 Networks, 2006. ICON '06. 14th IEEE International Conference on
 Volume 2,  Sept. 2006 Page(s):1 - 6
 6.    A Low Latency Chord Routing Algorithm for DHT
 Yi Jiang; Jinyuan You;
 Pervasive Computing and Applications, 2006 1st International Symposium 
 on
 Aug. 2006 Page(s):825 - 830
 7.    Scalable Blind Search and Broadcasting in Peer-to-Peer Networks
 Vishnevsky, V.; Safonov, A.; Yakimov, M.; Eunsoo Shim; Gelman, A.D.;
 Peer-to-Peer Computing, 2006. P2P 2006. Sixth IEEE International Conference 
  on
 06-08 Sept. 2006 Page(s):259 - 266
 8.    Optimizing the finger table in chord-like DHTs
 Chiola, G.; Cordasco, G.; Gargano, L.; Negro, A.; Scarano, V.;
 Parallel and Distributed Processing Symposium, 2006. IPDPS 2006. 20th
 International
 25-29 April 2006 Page(s):8 pp.
- P2P Storage Systems (MUREX.ppt)(P2PStorageSystems.ppt)(NFS-AFS.ppt)
 * 3 Oral Reports on May 9 (50 minutes each)
 1.     Towards a more accurate availability evaluation in peer-to-peer
 storage  systems
 Zhi Yang; Jing Tian; Yafei Dai;
 Networking, Architecture, and Storages, 2006. NAS '06. International
Workshop   on
 1-3 Aug. 2006 Page(s):8 pp.
 2.     Maintaining object ordering in a shared P2P storage environment
 Caronni, G.   Rom, R.   Scott, G.
 Sun Microsystems Laboratories
 This paper appears in: Security in Storage Workshop, 2005. SISW '05.
Third   IEEE International
 Publication Date: 13 Dec. 2005
 On page(s): 11 pp.
 3.     Robust Accounting in Decentralized P2P Storage Systems
 Osipkov, I.; Peng Wang; Hopper, N.;
 Distributed Computing Systems, 2006. ICDCS 2006. 26th IEEE International
  Conference on
 04-07 July 2006 Page(s):14 - 14
 
 
Part 2 – P2P Networked Virtual Environments (NVEs)
          - Neighborship Consistency for Peer-to-PeerDistributed Virtual 
 Environments (ppt)(pdf)
 
 * 3 Oral Reports on May 23 (50 minutes each)
 1.     Y. Kawahara, T. Aoyama, and H. Morikawa, “A peer-to-peer message 
 exchange scheme for large-scale networked virtual environments,” Telecomm. 
 Sys., vol. 25, no. 3-4, pp. 353–370, 2004.
 2.     J. Keller and G. Simon, “Solipsis: A massively multi-participant
 virtual world,” in Proc. Int. Conf. Parallel and Dist. Tech. and App. (PDPTA
 03), 2003, pp. 262-268.
 3.     A. Yu and S. T. Vuong, MOPAR: a mobile peer-to-peer overlay architecture 
 for interest management of massively multiplayer online games,” In Proceedings 
 of the international Workshop on Network and Operating Systems Support For 
 Digital Audio and Video (Stevenson, Washington, USA, June 13 - 14, 2005). 
 NOSSDAV '05.
- P2P AOI Voice Chatting for MMOGs
- Efficient AOI-CAST for P2P MMOGs
- Cheat-proof for P2P MMOGs
-   * 3 Oral Reports on June 6 (50 minutes each)
 1.     "Network game design: hints and implications of player interaction"
 KT Chen, CL Lei - Proceedings of 5th ACM SIGCOMM workshop on Network and
 System Support for Games, 2006.
 2.     "NGS: an application layer network game simulator"
 SD Webb, W Lau, S Soh, Procedings of the 3rd Australasian conference on 
Interactive entertainment, 2006.
 3.    "Peer clustering: a hybrid approach to distributed virtual environments"
 Alvin Chen, Richard R. Muntz, Proceedings of 5th ACM SIGCOMM workshop on
 Network and System Support for Games, 2006.
- P2P 3D Scene Streaming:  (PeerConnectivity.ppt)
(FLoD.ppt) 
 * 3 Oral Reports on June 20 (50 minutes each)
 1.   "Real Time P2P Network Simulation for Very Large Virtual Environment"
 Christian, B.; Jerome, R.; Romain, C.;
 Tenth IEEE International Symposium on Distributed Simulation and Real-Time 
Applications, 2006. DS-RT'06.
 Oct. 2006 Page(s):35 - 42
 ==> "Multistreaming of 3-D Scenes With Optimized Transmission and Rendering
Scalability"
 Tian, D.   AlRegib, G.,
 IEEE Transactions on Multimedia,
 Volume: 9,  Issue: 4, On page(s): 736-745, June 2007
 2.    "Using RTP and RTSP for Real-Time 3D Interaction",
 Kristian Kuhn,
 MS Project, University of Maryland, Baltimore County, January 2006, Advisor: 
Marc Olano.
 (Uses video streaming protocols to send selected geometry data between a 
server and multiple clients. Clients only receive a subset of the full scene, 
based on their current position and view.)
 3.    "Peer-to-Peer-Based Infrastructure Support for Massively Multiplayer 
Online Games
 Rieche, Simon; Wehrle, Klaus; Fouquet, Marc; Niedermayer, Heiko; Petrak, 
Leo; Carle, Georg;
 4th IEEE Consumer Communications and Networking Conference, 2007. CCNC
2007. 2007
 Jan. 2007 Page(s):763 - 767
Scoring:
                
          - 3 or 4 supplemental readings oral reports: 40%
- In Class: 30%
 
- Final Report: 30%
- Bonus: Term Project
   (by team work): up to 20% (VASTATE-related systems, JXTA-based systems,
 Gnutella-like  and/or BT-like file sharing system implementation, DHT implementation,
 NAT  tunneling, P2P streaming system, etc.)
 
Reference Books:        
          - Ramesh Subramanian and Brian D. Goodman, “Peer-to-Peer Computing:
   The Evolution of a Disruptive Technology,” IDEA Group Publishing, 2005.
- Sandeep Singhal and Michael Zyda, "Networked Virtual Environments:
    Design and Implementation," Addison-Wesley Professional, 1999.
- Grenville Armitage, Mark Claypool and Philip Branch, "Networking
   and  Online Games: Understanding and Engineering Multiplayer Internet
Games,"    Wiley, 2006.
- Jouni Smed and Harri Hakonen, "Algorithms and Networking for
 Computer    Games," John Wiley & Sons, 2006.
- Thor Alexander, "Massively Multiplayer Game Development 2 (Game 
  Development),"  Charles River Media, 2005.
- Stephan Diehl, "Distributed Virtual Worlds," Springer, 2001.
Supplemental Readings:
       - The Shadow Protocol: A More Optimized Version of Gnutella
- A Smart Gnutella Overlay Formation for Collaborative Virtual Environments
   over Mobile Ad-Hoc Networks
- Adding structure to Gnutella to improve search performance in
a  real-world  deployment
- Enhancing peer-to-peer systems through redundancy
- Improving the Lookup Performance of Chord Network by Hashing Landmark 
  Clusters
- The Effect of Replica Placement on Routing Robustness in Distributed 
  Hash Tables
- Incorporating Clusters into Hybrid P2P Network
- MAPS: Multi-Attribute Search in P2P Networks using Schema
- A Low Latency Chord Routing Algorithm for DHT
- Scalable Blind Search and Broadcasting in Peer-to-Peer Networks
- Optimizing the finger table in chord-like DHTs
 
 
      To be added soon.