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Research

My research tends to meld the areas of networking, security, games, and distributed systems. I am currently working on several projects, including the problem of large-scale consistency in peer-to-peer systems, cheat-proof protocols for multiplayer games, multiparty voice communications, real-time interaction in a virtual environment using motion capture, and the modeling and simulation of virtual worlds.

As part of our work, we are developing secure and cheat-proof protocols for peer-to-peer games, whether it be for sharing state or sharing computations. Games are particularly challenging because players have an incentive to cheat while protocols must meet the real-time message passing requirements dictated by the type of game itself. We are currently using traffic traces and simulations to validate our protocols.

Multi-Party Voice Communications

We are investigating the characteristics of multi-party voice communication (MPVC) and their usage with games. In addition, one can easily see that MPVC is crucial to interaction in large-scale virtual spaces as it's the most natural method of communication between groups of people. At this point in our work, we have developed mathematical models for voice patterns and communication (see our published work below). We are now currently designing and developing secure protocols for distributed multiparty voice communication. Publications in this area include:

Characterization of Virtual Populations

As part of our research in multiplayer games, we have studyied the characteristics of virtual populations in online games (see publications below). We have developed realistic simulation models for these types of games so that future architectures, whether they are client/server, peer-to-peer, or some hybrid, can accurately predict their viability. Our work now continues towards cheat-proof protocols for distributed computations in large-scale virtual spaces. Pulibcations include:

DUP and Scale-Free, Multiparty Video Conferencing

In one of our research classes, we developed a new system for multi-stream pipelines, which we named DUP. The goal of DUP is to provide a stream-based parallel programming paradigm that's simple and easy to use.

In an effort to show the efficacy of DUP in parallel programming, we have been working on a system for scale-free, multiparty video conferencing. Granted, we're not quite sure why you'd really want to scalably video-conference thousands of people simultaneously, but it's currently beyond the capability of modern systems to handle the computational load to do so. We use DUP and a set of filters that do parallel compression of the video streams on a GPU to get massive performance gains. We expect publications to soon follow describing our system.

The Netflix Prize

Like many other researchers, we started investigating the issue of accurate collaborative filtering when the Netflix Prize provided a large data-set for experimentation. However, instead of aiming to win the prize, we have used the data-set to develop accurate methods for estimating Pearson's correlation coefficients. A publication on this is in the works.

Complete Publication List

  1. D. Pittman and C. GauthierDickey, Characterizing Virtual Populations in Massively Multiplayer Online Role-Playing Games, To appear in The 16th ACM International Multimedia Modeling Conference, Chongqing, China, January 2010.
  2. G. Papp and C. GauthierDickey, A Location Aware P2P Voice Communication Protocol for Networked Virtual Environments, To appear in The 16th ACM Symposium on Virtual Reality Software and Technology, Kyoto, Japan, November 2009.
  3. G. Papp and C. GauthierDickey, Characterizing and Modeling Multiparty Voice Communication for Multiplayer Games, 19th ITC Specialist Seminar on Network Usage and Traffic, October, 2008.
  4. C. GauthierDickey and C. Grothoff, Bootstrapping of Peer-to-Peer Networks, DAS-P2P, July 2008.
  5. G. Papp and C. GauthierDickey, Characterizing Multiparty Voice Communications for Multiplayer Games (extended abstract) [poster], ACM Sigmetrics, June 2008.
  6. N. Evans, C. GauthierDickey, and C. Grothoff, Routing in the Dark: Pitch Black, Proceedings of ACSAC 2007, December 2007.
  7. D. Pittman and C. GauthierDickey, A Measurement Study of Virtual Populations in Massively Multiplayer Online Games, Proceedings of ACM Netgames, September 2007.
  8. C. GauthierDickey, V. Lo, D. Zappala, Using N-Trees for Scalable Event Ordering in Peer-to-Peer Games, Proceedings of ACM NOSSDAV, June 2005.
  9. V. Lo, D. Zhou, Y. Liu, C. GauthierDickey, J. Li, Scalable Supernode Selection in Peer-to-Peer Overlay Networks, HotP2P, July, 2005.
  10. S. Zhao, V. Lo, and C. GauthierDickey, Result Verification and Trust-Based Scheduling in Peer-to-Peer Grids, IEEE International Conference on Peer-to-Peer Computing, August, 2005.
  11. C. GauthierDickey, D. Zappala, V. Lo, A Fully Distributed Architecture for Massively Multiplayer Online Games, Proceedings of ACM NetGames, August 2004.
  12. C. GauthierDickey, D. Zappala, V. Lo, J. Marr, Low-Latency Cheat-Proof Event Ordering for Peer-to-Peer Games, Proceedings of ACM NOSSDAV, June 2004. [25.3% (24/95)]
  13. D. Zappala, V. Lo, C. GauthierDickey, The Multicast Address Allocation Problem: A Theoretical Framework and Performance Evaluation, Special Issue of Computer Networks, Elsevier Science, Volume 45, Issue 1, pages 55-73, May 2004.
  14. V. Lo, D. Zappala, C. GauthierDickey, and T. Singer, A Theoretical Framework for the Multicast Address Allocation Problem, Proceedings of Global Internet, at Globecom 2002. [19.7% (28/142)]
  15. D. Zappala, C. GauthierDickey, V. Lo, Modeling the Multicast Address Allocation Problem, Proceedings of Global Internet, at Globecom 2002. [19.7% (28/142)]

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