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The Internet of Things (IoT) has gained wide popularity both in academic and industrial contexts. Unlike traditional embedded devices with specialized firmwares, modern IoT devices accommodate general‐purpose operating systems, allowing developers to run more sophisticated applications written in high‐level languages like JavaScript. Because IoT devices are subject to resource constraints like available...
Topic-based pub/sub is a widely used communication mechanism in distributed systems for targeted information dissemination between loosely coupled entities. To scale dynamically depending on the current communication demands, pub/services can be conveniently deployed in the cloud. To provide fast dissemination, the service can be distributed across multiple cloud regions. The architectural design...
Caching plays an important role in many domains, as it can lead to important performance improvements. A key-value based caching system typically stores the results of popular queries in efficient storage locations. While caching enjoys widespread usage in the context of dynamic web applications, most mainstream caching systems store static binary items, which makes them impractical for many real-world...
Multiplayer online games can generate a lot of server-related outgoing bandwidth, due to many factors such as highly variable amounts of players or the gathering of many players towards the same in-game locations. Predicting the exact amount of required bandwidth to support varying conditions can be costly, and players can experience game-wide failures if bandwidth is insufficiently provisioned. We...
This paper presents Dynamoth, a dynamic, scalable, channel-based pub/sub middleware targeted at large scale, distributed and latency constrained systems. Our approach provides a software layer that balances the load generated by a high number of publishers, subscribers and messages across multiple, standard pub/sub servers that can be deployed in the Cloud. In order to optimize Cloud infrastructure...
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...
Provisionning network resources for Massively Multiplayer Online Games (MMOGs) poses interesting challenges due to the fact that the load can greatly vary depending on the time or other in-game factors. In this paper, we propose Lamoth, a cloud middleware for MMOGs that provides an interface for in-game message dissemination. Lamoth handles the exchange of game messages between nodes by making use...
Multi-player online games are inherently distributed applications, and a wide range of distributed architectures have been proposed. However, only few successful commercial systems follow such approaches, even given their benefits, due to one main hurdle: the easiness with which cheaters can disrupt the game state computation and dissemination, perform illegal actions, or unduly gain access to sensitive...
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