• DocumentCode
    3201141
  • Title

    Monitoring Large-Scale Location-Based Information Systems

  • Author

    Khan, Hammad ; Gascon-Samson, Julien ; Kienzle, Jorg ; Kemme, Bettina

  • Author_Institution
    Sch. of Comput. Sci., McGill Univ. Montreal, Montreal, QC, Canada
  • fYear
    2015
  • fDate
    25-29 May 2015
  • Firstpage
    1171
  • Lastpage
    1181
  • Abstract
    Monitoring the state of a distributed virtual world is challenging for several reasons: 1) the distributed information must be gathered in real-time without affecting the performance of the information system, 2) in large-scale systems it is impossible for a single node to collect and process all the data, 3) the vast information must be filtered and aggregated according to what the human observer wants to focus on, and 4) the point of interest of the observer can change frequently. In this paper we present and evaluate a non-intrusive monitoring middleware that addresses these challenges by dynamically partitioning the geographic map (e.g., of the virtual world or the game) in terms of map objects and (expected) state changes. We assign a different collector node to each of these partitions to collect and pre-process the data, and forward it to a central monitoring node. Furthermore, we provide mechanisms to efficiently filter and aggregate location changes, the pre-dominant changes in location-based information systems. We describe a specific monitoring setup that takes advantage of the replication model that is common in many virtual worlds and multiplayer games to collect the data. Finally, we present extensive performance results that show the trade-offs between scalability, precision, and real-time performance.
  • Keywords
    computer games; middleware; virtual reality; distributed information; distributed virtual world; geographic map; human observer; large-scale location-based information systems; large-scale systems; location changes; map objects; monitoring setup; multiplayer games; nonintrusive monitoring middleware; state changes; virtual worlds; Bandwidth; Computer architecture; Games; Monitoring; Observers; Real-time systems; Servers; MMO; MMOG; data aggregation; distributed systems; filtering; load balancing; massive multiplayer online games; monitoring; scalability; virtual environments; virtual worlds;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Parallel and Distributed Processing Symposium (IPDPS), 2015 IEEE International
  • Conference_Location
    Hyderabad
  • ISSN
    1530-2075
  • Type

    conf

  • DOI
    10.1109/IPDPS.2015.91
  • Filename
    7161601