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2012 Conference article Restricted
Distributed virtual environments: from client server to cloud and P2P architectures
Ricci L., Carlini E.
Distributed Virtual Environments (DVEs), like Massively Multiplayer Online Games(MMOG) are attracting millions of users from all over the world. However, as the number of simultaneous users keeps growing, the current used Client/Server infrastructure technologies are showing their limits on the side of the practicality and applicability. As a consequence, novel solutions based on Cloud and P2P architectures have been recently proposed. While Cloud Architectures permit to overcome the over provisioning problem of C/S architectures, the advent of home xDSL connection capability permits to explore the capability of P2P approaches to design the infrastructure of next-generation DVEs. The use of P2P distributed infrastructures permits to exploit the inherent scalability of DVE, their robustness and self-organizing properties. However, this solution has to face with additional related challenges such as consistency, persistence and limited hardware capabilities of the peers. This paper discusses the main research challenges and reviews the main DVE architectures proposed in the last years.Source: International Conference on High Performance Computing and Simulation, pp. 8–17, Madrid, Spain, 2-6 July 2012
DOI: 10.1109/hpcsim.2012.6266885
Project(s): CONTRAIL via OpenAIRE
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See at: doi.org Restricted | CNR ExploRA


2019 Journal article Open Access OPEN
Analysis of Movement Features in Multiplayer Online Battle Arenas
Carlini E., Lulli A.
On-line games represent one of the primary instances of virtual environments, in which avatars share a synchronous and persistent virtual world with each other. A careful analysis and a deep understanding of mobility in online games is of paramount importance to properly design mobility models to accurately reproduce avatar movements. In fact, mobility models of avatar have a relevant impact on the architectural design of virtual environments, especially for those based on distributed and decentralized solutions. This paper analyses around 640 hours of mobility of an extremely popular online game genre, the Multiplayer Online Battle Arenas (MOBA). The analysis has revealed interesting characteristics with respect ot the area of interest of the players and their utilization of the game area. Many of the results confirm the speculations of MOBA players, in terms of the phases of the game and the general behaviours of the avatars. Ultimately, our analysis is aimed toward the creation of realistic mobility models for MOBA environments, as well as the development of AI agents for MOBA games.Source: Journal of grid computing 17 (2019): 45–57. doi:10.1007/s10723-018-9470-2
DOI: 10.1007/s10723-018-9470-2
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See at: ISTI Repository Open Access | Journal of Grid Computing Restricted | link.springer.com Restricted | CNR ExploRA


2018 Contribution to book Open Access OPEN
A spatial analysis of multiplayer online battle arena mobility traces
Carlini E., Lulli A.
A careful analysis and a deep understanding of real mobility traces is of paramount importance when it comes to design mobility models that aim to accurately reproduce avatar movements in virtual environment. In this paper we focus on the analysis of a specific kind of virtual environment, namely the Multiplayer Online Battle Arena (MOBA), which is a extremely popular online game genre. We performed a spatial analysis of about one hundred games of a popular MOBA, roughly corresponding to 4000 min of movements. The analysis revealed interesting patterns in terms of AoI observation, and the utilization of the map by the avatars. These results are effective building blocks toward the creation of realistic mobility models targeting MOBA environments.Source: Euro-Par 2017: Parallel Processing : Workshops Euro-Par 2017 International Workshops, Santiago de Compostela, Spain, August 28-29, 2017, Revised Selected Papers, edited by Dora B. Heras et al., pp. 496–506, 2018
DOI: 10.1007/978-3-319-75178-8_40
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See at: ISTI Repository Open Access | doi.org Restricted | link.springer.com Restricted | CNR ExploRA


2019 Conference article Closed Access
An HVAC regulation architecture for smart building based on weather forecast
Kavalionak H., Carlini E.
Indoor climate control is one of the most important operations affecting the level of comfort, power consumption and costs in large buildings. The imminent proliferation of smart buildings equipped with a plethora of sensors and devices is a strong motivation to employ efficient and possibly automatic mechanisms to control indoor building climate. This paper proposes an high- level conceptual architecture for climate control in smart buildings, which is built on top of various state of the art approaches and solutions from different research fields. The core components of the architecture is heat transfer model to predict indoor temperature, which takes into account weather forecast and information coming from indoor sensors. The model is designed such that to adapt to different configurations and structural properties of buildings. The ultimate vision is the creation of a comprehensive system for indoor building temperature regulation to reduce energy consumption and operational costs of buildings without affecting (or even improving) the comfort conditions of its occupants.Source: GECON 2018 - 15th International Conference on the Economics of Grids, Clouds, Systems, and Services, pp. 92–103, Pisa, Italy, 18-20 September, 2018
DOI: 10.1007/978-3-030-13342-9_8
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See at: doi.org Restricted | link.springer.com Restricted | CNR ExploRA


2012 Doctoral thesis Open Access OPEN
Combining Peer-to-Peer and Cloud Computing for Large Scale On-line Games
Carlini E.
This thesis investigates the combination of Peer-to-Peer (P2P) and Cloud Computing to support Massively Multiplayer On- line Games (MMOGs). MMOGs are large-scale distributed applications where a large number of users concurrently share a real-time virtual environment. Commercial MMOG infras- tructures are sized to support peak loads, incurring in high economical cost. Cloud Computing represents an attractive solution, as it lifts MMOG operators from the burden of buy- ing and maintaining hardware, while offering the illusion of infinite machines. However, it requires balancing the tradeoff between resource provisioning and operational costs. P2P- based solutions present several advantages, including the in- herent scalability, self-repairing, and natural load distribu- tion capabilities. They require additional mechanisms to suit the requirements of a MMOG, such as backup solutions to cope with peer unreliability and heterogeneity. We propose mechanisms that integrate P2P and Cloud Computing combining their advantages. Our techniques allow operators to select the ideal tradeoff between performance and economical costs. Using realistic workloads, we show that hybrid infrastructures can reduce the economical effort of the operator, while offering a level of service comparable with centralized architectures.

See at: ISTI Repository Open Access | CNR ExploRA


2017 Dataset Unknown
Data used for submission entitled "A Spatial Analysis Of Multiplayer Online Battle Arena Mobility Traces"
Carlini E., Lulli A.
A mobility trace dataset for the popular Multiplayer Online Battle Arena game "Heroes of Newerth"

See at: CNR ExploRA | zenodo.org


2019 Contribution to book Open Access OPEN
Area of interest management in massively multiplayer online games
Ricci L., Carlini E.
In a Massively Multiplayer Online Game, the Area-Of-Interest (AOI) is that portion of the virtual world of specific interest for a player.Source: Encyclopedia of Computer Graphics and Games, edited by Newton Lee, 2019
DOI: 10.1007/978-3-319-08234-9_239-1
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See at: link.springer.com Open Access | ISTI Repository Open Access | link.springer.com Restricted | CNR ExploRA


2021 Report Open Access OPEN
ACCORDION D6.4 Pilot prototypes implementation (I)
Pateraki M., Ledwo? Z., Loven T., Rubaj M., Carlini E.
This deliverable describes the implementation and operation of real-life experiments from the virtual reality, multiplayermobile gaming and QoE in digital content delivery domains in order to demonstrate how the ACCORDION solution has been applied in real-world environments. It provides a report on the progress of the operational experiments' specification; the preparation of the datasets and experimentation environment to be exploited in each pilot prototype; and the indicators to be measured in order to validate both the operational (business) and technical performance of the ACCORDION platform, according to the ACCORDION pilot plans and experimentation protocol. Furthermore, this deliverable provides the guidelines for the execution and evaluation of pilots, in order to serve as proof of concept for the effectiveness of ACCORDION offerings. This is the first out of two implementation cycles that will validate the promised impact delivery.Source: ISTI Project report, ACCORDION, D6.4, 2021
Project(s): ACCORDION via OpenAIRE

See at: ISTI Repository Open Access | CNR ExploRA


2023 Conference article Open Access OPEN
Innovation potential of the ACCORDION platform
Carlini E., Dazzi P., Tserpes K., Blasi L., Di Girolamo M., Dober D.
The seamless utilization of resources in the cloud-edge spectrum is a key driver for innovation in the ICT sector, as it supports economic growth and strengthens the industry's competitiveness while making next-application services possible with minimal investments and disruption. In this context, the EU project ACCORDION provides an innovative three-layered architecture designed as a comprehensive solution dedicated to latency-aware applications. This paper summarizes the key technological innovations of ACCORDION, highlighting their alignment with the European agenda of the ICT sector.Source: FRAME '23 - 3rd Workshop on Flexible Resource and Application Management on the EdgeAugust 2023 - colocated with HPDC '23 - 32nd International Symposium on High-Performance Parallel and Distributed Computing, pp. 33–35, Orlando, Florida, USA, 20/06/2023
DOI: 10.1145/3589010.3594887
Project(s): ACCORDION via OpenAIRE
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See at: dl.acm.org Open Access | ISTI Repository Open Access | CNR ExploRA


2013 Journal article Unknown
Epeerdemics: a peer-to-peer simulator targeting epidemic-based protocols
Dazzi P., Carlini E.
In the last decade, several P2P simulators have been proposed. Essentially, they differ in the level of abstraction provided, the programming language used and flexibility in developing protocols. To ease the evaluation and comparison of protocols, these simulators are often bundled with several well-known protocols. Unfortunately, only a few P2P simulators are specific to unstructured protocols and only a subset of them provide a bundle of epidemic-based protocols as baselines for testing. We developed Epeerdemics with the aim of filling this void. Epeerdemics is an extension to Overlay Weaver, an overlay construction toolkit widely diffused in the P2P community, mainly used for developing structured protocols. Epeerdemics is specifically designed to ease the development and testing of epidemic-based protocols. Protocols can either be developed from scratch or by extending the protocols provided with Epeerdemics.Source: ERCIM news 92 (2013): 50–51.

See at: CNR ExploRA


2009 Contribution to conference Open Access OPEN
XtreemOS, an Open-source Grid operating system targeting the future internet
Carlini E., Coppola M., Laforenza D.
Source: III Conferenza Italiana sul Software Libero, Bologna, 2009

See at: ISTI Repository Open Access | CNR ExploRA


2011 Conference article Restricted
Probabilistic dropping in push and pull dissemination over distributed hash tables
Carlini E., Coppola M, Ricci L.
Dynamic information management via Distributed Hash Tables (DHT) is an important problem which revolves around the trade-off between data freshness and the overhead due to information updates. We propose two different algorithms based on information pull and information push models, that enable dynamic information dissemination with low overhead over a DHT. We exploit the concept of popularity of specific items, which is evaluated by performing a real-time analysis of the query distribution, and allows to decrease a significant fraction of messages without impairing the query resolution process. We have measured the overhead savings and compared the performance of the two approaches by extensive simulations using real workload traces.Source: The 11th IEEE International Conference on Computer and Information Technology, CIT 2011, pp. 47–52, Pafos, Cyprus, 31 August - 2 September 2011
DOI: 10.1109/cit.2011.94
Project(s): CONTRAIL via OpenAIRE
Metrics:


See at: doi.org Restricted | ieeexplore.ieee.org Restricted | CNR ExploRA


2011 Conference article Restricted
AOI-cast by compass routing in delaunay based DVE overlays
Ricci L., Genovali L., Carlini E., Coppola M.
This paper presents a AOI cast strategy for P2P Distributed Environments which is exploited to notify the position updates of a peer P, i.e. its heartbeats, to all the peers located in its Area of Interest. An algorithm for the construction of a spanning tree covering all the peers is presented. The algorithm exploits the properties of Delaunay Triangulations to reduce the traffic load on the P2P overlay. The paper presents a set of formal results which hold when the AOI is a circular area and the root of the tree is at the center of the area. The algorithm is then refined to take into account possible inconsistencies among the local views of the peers due to the latency of the underlying network. A set of experimental results are presented.Source: International Conference on High Performance Computing & Simulation, HPCS 2011, pp. 135–142, Istanbul, 4-8 Luglio 2011
DOI: 10.1109/hpcsim.2011.5999817
Project(s): CONTRAIL via OpenAIRE
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See at: doi.org Restricted | ieeexplore.ieee.org Restricted | CNR ExploRA


2012 Report Open Access OPEN
Integrating centralized and P2P architectures to support interest management in distributed virtual environments
Carlini E., Ricci L., Coppola M.
A fundamental problem for the development of P2P Distributed Virtual Environments is the definition of an overlay supporting interest management, i.e. determining all the entities of the virtual world that are relevant for a given peer. To this end, we propose a gossip-based approach that considers the coverage of the Area Of Interest of a peer as the guiding principle for the definition of the overlay and its maintenance. The resulting overlay provides a support for a best- effort resolution of interest management, so that it can be mostly supported through communications on the P2P overlay, with minimal intervention of a centralized entity. The paper presents a set of extensive simulations based on realistic mobility traces. The experimental results show the effectiveness of gossip for the construction of a best-effort Interest Management overlay.Source: ISTI Technical reports, 2012
Project(s): CONTRAIL via OpenAIRE

See at: ISTI Repository Open Access | CNR ExploRA


2012 Journal article Restricted
AOI-Cast in distributed virtual environments: an approach based on delay tolerant reverse compass routing
Ricci L., Genovali L., Carlini E., Coppola M.
This paper presents a novel Area Of Interest (AOI)-cast algorithm for distributed virtual environments targeted to Delaunay-based P2P overlays. The algorithm exploits the mathematical properties of Delaunay triangulations to build a spanning tree supporting the notification of the events generated by a peer to the other ones located in its AOI. The spanning tree is computed by the reversing compass routing, a routing algorithm proposed for geometric networks. Our approach presents a set of novel features. First, it requires only the knowledge of the peer's neighbors, so that the amount of traffic load on the P2P overlay is minimized. Second, we prove that, for circular shaped AOI, the algorithm builds a spanning tree covering all and only the peers of the AOI. Finally, our approach takes into account the possible inconsistencies among the local views of the peers, because the network latency, by introducing a tolerance threshold in the reverse compass routing. We present a set of simulations considering both synthetic data and real data traces taken from a real multiplayer game, which show the effectiveness of our proposal.Source: Concurrency and computation (Online) (2012). doi:10.1002/cpe.2973
DOI: 10.1002/cpe.2973
Project(s): CONTRAIL via OpenAIRE
Metrics:


See at: Concurrency and Computation Practice and Experience Restricted | onlinelibrary.wiley.com Restricted | CNR ExploRA


2013 Journal article Restricted
Integrating peer-to-peer and cloud computing for massively multiuser online games
Kavalionak H., Carlini E., Ricci L., Montresor A., Coppola M.
Cloud computing has recently become an attractive solution for massively multiplayer online games, also known as MMOGs, as it lifts operators from the burden of buying and maintaining large amount of computational, storage and communication resources, while offering the illusion of infinite scalability. Yet, cloud resources do not come for free: a careful orchestration is needed to minimize the economical cost. This paper proposes a novel architecture for MMOGs that combines an elastic cloud infrastructure with user-provided resources, to boost both the scalability and the economical sustainability provided by cloud computing. Our system dynamically reconfigures the platform while managing the trade-off between economical cost and quality of service, exploiting user-provided resources whenever possible. Simulation results show that a negligible reduction in the quality of service can reduce the cost of the platform up to 60% percent.Source: Peer-to-peer networking and applications (Print) (2013). doi:10.1007/s12083-013-0232-4
DOI: 10.1007/s12083-013-0232-4
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See at: Peer-to-Peer Networking and Applications Restricted | link.springer.com Restricted | CNR ExploRA


2014 Journal article Restricted
Integrating centralized and peer-to-peer architectures to support interest management in massively multiplayer on-line games
Carlini E., Ricci L., Coppola M.
A fundamental problem for the development of peer-to-peer (P2P) distributed virtual environments, like massively multiplayer on-line games, is the definition of an overlay supporting interest management, that is, determining all the entities of the virtual world that are relevant for a given player. To this end, this paper proposes a gossip-based approach that considers the coverage of the area of interest of peers as the guiding principle for the definition of the P2P overlay and its maintenance. The resulting overlay provides a support for a best-effort resolution of interest management, mostly supported through communications on the P2P overlay, with minimal intervention of a centralized entity. The paper presents a set of extensive simulations based on realistic mobility traces. The experimental results show the effectiveness of gossiping for the construction and maintenance of a best-effort overlay for interest management. © 2014 John Wiley & Sons, Ltd.Source: Concurrency and computation (Online) (2014). doi:10.1002/cpe.3289
DOI: 10.1002/cpe.3289
Project(s): CONTRAIL via OpenAIRE
Metrics:


See at: Concurrency and Computation Practice and Experience Restricted | onlinelibrary.wiley.com Restricted | CNR ExploRA


2017 Report Open Access OPEN
An edge-fog-cloud platform for anticipatory learning process designed for Internet of Mobile Things
Cao H., Wachowicz M., Renso C. Carlini E.
This paper presents a novel architecture for data analytics targeting an anticipatory learning process in the context of the Internet of Mobile Things. The architecture is geo-distributed and composed by edge, fog, and cloud resources that operate collectively to support such an anticipatory learning process. We designed the architecture to manage large volumes of data streams coming from the IoMT devices, analyze in successive phases climbing up in the hierarchy of resources from edge, fog and cloud. We discuss the characteristics of the analytical tasks at each layer. We notice that the amount of data being transported in the network decreases going from the edge, to the fog and finally to the cloud, while the complexity of the computation increases. Such design allows to support different kind of analytical needs, from real-time to historical according to the type of resource being utilized. We have implemented the proposed architecture as a proof-of-concept using the transit data feeds from the area of Greater Moncton, Canada.Source: Research report, 2017

See at: arxiv.org Open Access | ISTI Repository Open Access | CNR ExploRA


2015 Conference article Open Access OPEN
Distributed Current Flow Betweenness Centrality
Lulli A., Ricci L., Carlini E. Dazzi P.
The computation of nodes centrality is of great importance for the analysis of graphs. The current flow betweenness is an interesting centrality index that is computed by considering how the information travels along all the possible paths of a graph. The current flow betweenness exploits basic results from electrical circuits, i.e. Kirchhoff's laws, to evaluate the centrality of vertices. The computation of the current flow betweenness may exceed the computational capability of a single machine for very large graphs composed by millions of nodes. In this paper we propose a solution that estimates the current flow betweenness in a distributed setting, by defining a vertex-centric, gossip-based algorithm. Each node, relying on its local information, in a self-adaptive way generates new flows to improve the betweenness of all the nodes of the graph. Our experimental evaluation shows that our proposal achieves high correlation with the exact current flow betweenness, and provides a good centrality measure for large graphs.Source: 2015 IEEE 9th International Conference on Self-Adaptive and Self-Organizing Systems, pp. 71–80, Boston, USA, 21-25/09/2015
DOI: 10.1109/saso.2015.15
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See at: ieeexplore.ieee.org Open Access | doi.org Restricted | CNR ExploRA


2015 Contribution to book Open Access OPEN
A multi-layer framework for graph processing via overlay composition
Lulli A., Dazzi P., Ricci L., Carlini E.
The processing of graph in a parallel and distributed fashion is a constantly rising trend, due to the size of the today's graphs. This paper proposes a multi-layer graph overlay approach to support the orchestration of distributed, vertex-centric computations targeting large graphs. Our approach takes inspiration from the overlay networks, a widely exploited approach for information dissemination, aggregation and computing orchestration in massively distributed systems. We propose Telos, an environment supporting the definition of multi-layer graph overlays which provides each vertex with a layered, vertex-centric, view of the graph. Telos is defined on the top of Apache Spark and has been evaluated by considering two well-known graph problems. We present a set of experimental results showing the effectiveness of our approach.Source: Euro-Par 2015: Parallel Processing Workshops, pp. 515–527, 2015
DOI: 10.1007/978-3-319-27308-2_42
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See at: link.springer.com Open Access | doi.org Restricted | link.springer.com Restricted | CNR ExploRA