Solipsis: A Decentralized Architecture for Virtual Environments

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Solipsis: A Decentralized Architecture for Virtual Environments Davide Frey Joint work with E. Anceaume, A-M. Kermarrec F. Le Fessant, R. Piegay, J. Royan As Scalable As Possible 1

The (virtual) world as We Know it Simulation of space in which users can interact with each others and are embodied by virtual projections of themselves Common Assumptions Scalability Persistence Massive Sharing

A Naïve Taxonomy stand-alone Data / Content A single virtual object display of a single 3D object, 2D websites, or any multimedia contents MetaWorld (aka Virtual world) Centralized Perceived as single location space (world) - Server(s) Either single user or massive multi-user Example: Second Life, There, WOW Group of Servers MetaGalaxy A group of MetaWorlds More than likely massive multiuser Interconnected (not stand-alone) Example: Active Worlds Metaverse Multiple MetaGalaxy systems Decentralized - World scale Linked within a perceived Virtual Universe, infrastructure Although not existing on a central server

Just What is a Metaverse A world scale infrastructure Vast amount of virtual worlds linked together Accessible via a single common user interface (browser) Not marking a break with the actual flat 2D web: but a smooth transition towards an immersive Internet making the most of both 2D and 3D «Hiro is approaching the Street. It is the Broadway, the Champs Elysees of the Metaverse. It does not really exist. But right now, millions of people are walking up and down it» Neal Stephenson, Snow Crash [p24] Snow Crash, Neal Stephenso n 1993 Bantam Books

Just What is a Metaverse? Not an MMOG [massively multiplayer online game] Tremendously bigger No pre-existing contents nor a scenario to respect (UGC) Maybe as many different business models as inner virtual worlds For everyone, especially no gamer, and not hardcore gamers only Metaverse MMOG

Metaverse Challenges Truly World-Wide Infrastructure Support Multiple Independent Yet Interconnected Worlds Accessible in Variety of Situations PC PDA Mobile Phones Requires Design of Highly Scalable Architectures Distributed Access to Information Computation of Physics 6

Existing VW architectures Generally based on region servers

Existing VW architectures Region servers responsible for synchronization: Collision Detection Physics animations Region servers are the only source for downloading scene models: Require significant upload Bandwidth If servers are overloaded, audience is limited (50-70 clients on SL) No scalability for a Huge Metaverse (Just how many servers?)

The Solipsis Vision A P2P Architecture Scalability to Scale up next Web3D or metavers Accept any kind of 3D representations For UGC and realistic contents Adaptive streaming of compressed 3D models To reduce the required upload bandwidth and download delays VE integrated to Web, Web integrated to VE Web 2.0 and Web 3D are complementary Metaverse should not belong to any organizations and users GNU/GPL v2+

The Solipsis Vision Metaverse = set of entities Avatars (representing the user, attached to a viewpoint) Objects (can be moveable, interactive, picked up by an avatar, etc) Sites (represent portion of the Metaverse occupied by avatars and objects) Each entity associated with content (3D, video, text, etc descriptors (representing its state) Peer-to-Peer Architecture disseminating content and descriptors Enabling scalable interaction among entities Able to adapt to dynamics of large-scale environments

P2P Architecture Dynamically divide virtual space among peers Multi-dimensional space overlay Based on approximation of Voronoï tessellation Structure of Overlay Reflects Structure of World One site < --- > One peer Avatars roam around sites by connecting to corresponding peers Physics computation carried out only by interested parties

P2P Architecture RayNet Overlay

Solipsis Overlay: RayNet s Key Features Organize Site Nodes into Overlay Network Enable fast access to peer responsible for given position Ease of interaction between neighboring sites Ability to adapt to disconnection of peers and a appearance of new ones Voronoy Tessellation of virtual space Assign a tile to each peer Dynamically compute neighboring relationship 13

Application objects Peers in the overlay Voronoï Tesselation [0:1]x[0:1] objects space of the set of objects 1 0 0 1 Computing entities (physical nodes) Node ni owns oi objects ni participates oi times in the overlay 14

Application objects Peers in the overlay Links between objects (Adjacencies in the Voronoï tesselation) Voronoï Tesselation [0:1]x[0:1] objects space of the set of objects 1 0 0 1 Computing entities (physical nodes) Node ni possesses oi objects ni participates oi times in the overlay 15

Why Voronoi? Motivation Enable Greedy Routing in multiple dimensions Support Expressive Search Mechanisms Challenges Computationally Expensive Maintenance in Face of Churn Solution RayNet [Riviere 2007] Étienne Rivière 16

RayNet in a Nutshell Peer sampling Gossip-based shuffling of views Coverage and closeness Gossip-based construction of approximate Voronoï links Close objects (in the virtual space) in all directions purpose Coverage and closeness Routing + search Use objects samples to improve the view Peer Sampling Étienne Rivière Dynamism (insertions) Maintain connectivity Challenge: Evolution of local views towards a global routing structure 17

Gossip-based overlay construction View = set of neighbours objects Fixed size c (small) Periodic exchange of views Partner selection: LRU Push/pull exchange Initiator pushes itself Keep c peers according to a selection function Local convergence of the view s global properties Étienne Rivière AA CCC EEE FF G C B B CBEF EFGG A E D F G H I 18

Coverage and closeness o An object o knows only its view o s view == Voronoï neighbours new objects will not change this view the volume of o s cell is minimal Idea: Exchange views & converge towards an approximation of Voronoï neighbours No need to compute the Voronoï cells! Use the volume as an indication of convergence 19

Monte Carlo cell size estimation Comprehensive cell topology: O(cd); volume estimation: O(d) Idea: sample the boundaries of the zone using rays Each ray intersects a zone boundary (There is a point that is equidistant to o and a neighbour) 1 ray = 1 ball ; mean(balls volumes) Voronoï cell volume Étienne Rivière 20

View update operation: naïve approach View size is c=3d+1 peers Exchange entire views : o.view + opartner.view For each set S of objects of size c, in o.view + opartner.view Estimate the volume of o s cell in the diagram of S Keep the set with minimal volume as the new view Effective, but there are O(c!) configurations to examine 21

View update operation: efficient approach Determine the potential contribution of each object to the coverage and closeness (ie to the volume of o s cell) For each object o in o.view + opartner.view Calculate the volume of o s cell in o.view + opartner.view without o Ignoring this object results in a bigger zone: High contribution Ignoring this object does not impact the size of the zone: No contribution Keep the c objects with the greatest contribution 22

Enabling efficient routing Routing in the approximate Voronoï diagram requires O(N) hops Small-Worlds models: Small paths + navigability Kleinberg model Grid + long links with d-harmonic distribution of lengths Using biased peer sampling: v (by Bonnet/Kermarrec/Raynal, OPODIS07) Similar long link length distribution O(logd N) routing with 1 long link c b a u d e 23

Back To Solipsis Exploiting the RayNet Overlay

Exploiting the RayNet Overlay Each peer may manage sites and avatars Organize Sites into Voronoi Structure Avatars communicate with sites in which they roam Adaptive Update Exchange according to entity type: reduce site communication entity proximity: ensure interactivity between close entities

Adaptive Update Exchange Between Sites Low frequency with multi-hop propagation Between Site and Avatar/Object entities Low frequency All Avatar/Object Entities into a Site's cell communicate with it Entities have a knowledge of their neighborhood Between close Avatar/Object entities High frequency heartbeat mode (propagation) Between very close Avatar/Object entities Very high frequency For Collision detection 26

Decentralized physics computation Each entity owner computes its own position according to physical properties Mass, momentum Forces applied by entities in its surrounding Collision Detection Area (CDA) defined by a sphere Entites having their CDA in collision launch CD communication Force CDA Collision Communication

Navigating Solipsis

Navigator

Current Status And Vision Ongoing Open-Source Implementation of Solipsis Navigator RayNet Layer Physics Computation and Communication Protocol Tackle new issues Persistency Management Privacy and Malicious Nodes More Information on www.solipsis.org 30

Thank You Étienne Rivière 31

Descriptors Example of a simple descriptor

Dynamic Object Management Animated Objects have an animation script Every hosts (PC, server, etc) can take the responsibility of an object (according to its rights), and animate it If an avatar uses an object, its host is responsible of the object s animation If avatar throws an object (with its animation script), object becomes passive and animated by site node