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Physical Sciences and Mathematics Commons

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Brigham Young University

Theses and Dissertations

Peer-to-peer

Publication Year

Articles 1 - 5 of 5

Full-Text Articles in Physical Sciences and Mathematics

The Hybrid Game Architecture: Distributing Bandwidth For Mmogs While Maintaining Central Control, Jared L. Jardine Nov 2008

The Hybrid Game Architecture: Distributing Bandwidth For Mmogs While Maintaining Central Control, Jared L. Jardine

Theses and Dissertations

Current Massively Multi-player Online Games (MMOGs) have enormous server-side bandwidth requirements. The costs of providing this bandwidth is in turn passed on to the consumer in the form of high monthly subscription fees. Prior work has primarily focused on distributing this bandwidth using peer-to-peer architectures, but these architectures have difficulty preventing cheating, overwhelming low resource peers, and maintaining consistent game state. We have developed a hybrid game architecture that combines client-server and peer-to-peer technologies to prevent cheating, maintain centralized and consistent game state, significantly reduce central server bandwidth, and prevent lower capacity players from being overwhelmed. By dramatically reducing the …


Reducing Seed Load In The Bittorrent File Sharing System, Brian T. Sanderson Jun 2008

Reducing Seed Load In The Bittorrent File Sharing System, Brian T. Sanderson

Theses and Dissertations

BitTorrent is an attractive peer-to-peer technology that attempts to reduce load on file sharers by allowing downloaders to share content between themselves. BitTorrent's current focus is to provide users with a fast download, which requires the file sharer to serve a disproportionate amount of the file. We present a modification to the BitTorrent seeding algorithm that reduces the load on BitTorrent file sharers. Essentially, if a block of a file is already available from a significant number of peers, the file sharer refuses to share that block, forcing peers to get it from each other. Using this modification, we show …


A Bittorrent Proxy, Robert Brent Larsen Mar 2008

A Bittorrent Proxy, Robert Brent Larsen

Theses and Dissertations

BitTorrent is a peer-to-peer protocol useful for distributing large files over the Internet. Many organizations use BitTorrent to distribute their software in order to reduce client download time and reduce the load on their servers. While there is a lot of legitimate content available via BitTorrent, some organizations ban BitTorrent usage due to concerns over copyright infringement and the amount of bandwidth that peers can consume. A BitTorrent proxy will allow organizations to control those risks and allow its members to use the BitTorrent protocol for approved uses. It will allow the organization to control the files that are downloaded …


Local Url Resolution Protocol, Joseph Clark Ekstrom Jul 2006

Local Url Resolution Protocol, Joseph Clark Ekstrom

Theses and Dissertations

DOGMA is a resource management system designed to create a supercomputer like system from unused desktop computers. Scalability is one of the challenges faced by DOGMA because it uses a strict client/server architecture. Distributing large files over a client server architecture is problematic since available network bandwidth is limited. The Local URL Resolution Protocol(LURP) addresses this problem for environments where there are high node densities. LURP implements a locality aware Peer-to-Peer file distribution model to increase the speed of file distribution while reducing the overall network congestion.


Design And Measurement Of A Real-Time Peer-To-Peer Game, Michael D. Simonsen Mar 2006

Design And Measurement Of A Real-Time Peer-To-Peer Game, Michael D. Simonsen

Theses and Dissertations

Currently, multiplayer online games use the client-server architecture which is very resource intensive, expensive, and time consuming. Peer-to-peer protocols are a less resource intensive alternative to the client-server model. We implement a peer-to-peer protocol called NEO in a multiplayer game and run experiments in a lab setting and over the Internet. These experiments show us that NEO is able to run a smooth playable game, with low unused updates and low location error. This happens as long as the arrival delay is long enough to allow updates to arrive in the given time limit and the round length is short …