DISTRIBUTED E-LEARNING SYSTEM USING P2P TECHNOLOGY
Shinichi Motomura, Ryosuke Nakatani, Takao Kawamura, Kazunori Sugahara
Tottori University
4–101, Koyama-Minami, Tottori 680–8552, JAPAN
Keywords:
P2P, e-Learning, Mobile Agent, Distributed hash table.
Abstract:
In this paper, we present a novel framework for asynchronous Web-based training. The proposed system has
two distinguishing features. Firstly, it is based on P2P architecture for scalability and robustness. Secondly,
all contents in the system are not only data but also agents so that they can mark user’s answers, can tell the
correct answers, and can show some extra information without human instruction. We also present a prototype
implementation of the proposed system on Maglog. Maglog is a Prolog-based framework for building mobile
multi-agent systems we have developed. Our system has methods for communications between learners and
for recordings of their score without server computers. The user interface program of the proposed system is
built on Squeak. Performance simulations demonstrate the effectiveness of the proposed system.
1 INTRODUCTION
The term e-learning covers a wide set of applications
and processes, such as Web-based training (hereafter
we abbreviate as WBT), computer-based training, vir-
tual classrooms, and digital collaboration. We are
concerned with asynchronous WBT that allows the
learner to complete the WBT on his own time and
schedule, without live interaction with the instructor.
Although a large number of studies have been made
on asynchronous WBT(Helic et al., 2003; Homma
and Aoki, 2003), all of them are based on the
client/server model. The client/server systems gen-
erally lack scalability and robustness. In the recent
years, P2P research has grown exponentially. In this
paper, we present a novel system for asynchronous
WBT.
We had proposed the system(Kawamura and Suga-
hara, 2005) has two distinguishing features. Firstly, it
was based on P2P architecture and every user’s com-
puter played the role of a client and a server. Namely,
while a user used the proposed e-Learning system,
his/her computer (hereafter we refer to such a com-
puter as a node) was a part of the system. It re-
ceived some number of contents from another node
when it joined the system and had responsibility to
send appropriate contents to requesting nodes. Sec-
ondly, each content in the system was not only data
but also an agent so that it could mark user’s answers,
tell the correct answers, and show some extra infor-
mation without human instruction.
In this paper, methods for communications be-
tween learners and for recordings of their score in the
proposed e-learning system are proposed. The meth-
ods are implemented in our proposed e-Learning sys-
tem. Many of e-learning systems including our pro-
posed e-Learning system are designed for learner’s
self-educations. In such systems, learners want to
ask for someone’s advices when they cannot solve
their exercises. To satisfy such demand many of ordi-
nary WBT systems have BBS (Bulletin Board Sys-
tem) functions. However BBS functions are effec-
tive in concentrated WBT systems, they require WBT
servers and as a result they are not well suited for our
proposed e-learning system. The method proposed in
this paper is for completely distributed systems and
does not require server computers. When one learner
needs someone’s advices, the system tries to find good
scored person of the exercises. When time of the good
scored person permits, the learner can start communi-
cation with him/her and can get some good advices.
The method for recording learners scores in our pro-
posed e-learning system is also proposed in this pa-
per. In the ordinal system, this function is also imple-
mented with server computers. We tried to realize the
function by using P2P architectures and mobile agents
250
Motomura S., Nakatani R., Kawamura T. and Sugahara K. (2006).
DISTRIBUTED E-LEARNING SYSTEM USING P2P TECHNOLOGY.
In Proceedings of WEBIST 2006 - Second International Conference on Web Information Systems and Technologies - Internet Technology / Web
Interface and Applications, pages 250-255
DOI: 10.5220/0001251202500255
Copyright
c
SciTePress
technologies in order not to reduce the advantages of
our proposed e-learning system.
In this paper,we present a prototype of the proposed
system on Maglog (Motomura et al., 2006) that is
a Prolog-based framework for building mobile agent
systems we have developed.
2 PROPOSED SYSTEM
2.1 Overview
As mentioned in the previous section, we focus on
asynchronous WBT, that is to say, a user can connect
to the proposed e-Learning system anytime and any-
where he/she wants. Once connection is established,
the user can obtain exercises one after another through
specifying categories of the required exercises. User’s
answers for each exercise are marked as correct or
incorrect right away. Extra information may be pro-
vided for each answer, which can be viewed when the
correct answer is shown.
While a user uses the proposed e-Learning system,
his/her computer is a part of the system. Namely, it
receives some number of categories and exercises in
them from another node when it joins the system and
has responsibility to send appropriate exercises to re-
questing nodes.
The important point to note is that the categories a
node has are independent of the categories in which
the node’s user are interested as shown in Fig.1. Fig-
ure 1 illustrates that user As request is forwarded at
first to the neighbor node, next forwarded to the node
which has the requested category.
Network
Physics
I want to try
an exercise
of history!
User A
English History
User B
User C
1
2
Searching Message
Migration of Exercise Agent
3
Node Node
Node
Figure 1: Proposed e-Learning system.
2.2 P2P Aspect
When the proposed system begins, one initial node
has all categories in the system. When another node
joins the system, it is received some number of cate-
gories from the initial node. The categories are dis-
tributed among all nodes in the system according as
nodes join the system or leave the system.
We would like to emphasize that in existing P2P-
based file sharing systems such as Napster(Napster,
1999) and Gnutella(Gnutella, 2000) each shared file
is owned by a particular node. Accordingly, files
are originally distributed among all nodes. On the
other hand, the categories in the proposed system
are originally concentrated. Consequently, when a
new node joins the system, not only location infor-
mation of a category but the category itself must be
handed to the new node. Considering that, the P2P
network of the proposed system can be constructed as
a CAN(Ratnasamy et al., 2001).
A CAN has a virtual coordinate space that is used
to store (key, value) pairs. To store a pair (K
1
,V
1
),
key K
1
is deterministically mapped onto a point P in
the coordinate space using a uniform hash function.
The corresponding (key,value) pair is then stored at
the node that owns the zone within which the point
P lies. In the proposed system, we let each category
be a key and let a set of exercises belonging to the
category be the corresponding value.
Our P2P network is constructed with 2-
dimensional coordinate space [0,1] × [0,1] to
store exercise categories, as shown in Fig.2. The
figure shows the situation that Node C is joining
the system where Node A and Node B have already
joined. Before Node C joins, Node A and Node B
shared the whole coordinate space half and half. At
that moment, Node A managed “Math/Geometry”
category and Node B managed “Grammar” and
“History” categories, respectively. When Node C
joins the system, it is mapped on a certain coordinate
space according to a random number and takes on
corresponding categories from another node. For
example, in the case of Fig.2, Node C takes on the
“History” category from Node B and exercises move
to Node C.
2.3 Mobile Agent Aspect
Generally, in addition to service to show an exercise, a
WBT server provides services to mark the user’s an-
swers, tell the correct answers, and show some ex-
tra information about the exercise. Therefore, for the
proposed system which can be considered a distrib-
uted WBT system, it is not enough that only exercises
are distributed among all nodes. Functions to provide
the above services also must be distributed among all
nodes. We adopt mobile agent technology to achieve
this goal. Namely, an exercise is not only data but
also an agent so that it can mark user’s answers, tell
the correct answers, and show some extra information
about the exercise.
DISTRIBUTED E-LEARNING SYSTEM USING P2P TECHNOLOGY
251
(0,0)
(1,1)
Math/Geometry
Grammar
History
Node B
Node A
Node C
Grammar
Math/Geometry
History
Exercise1
Exercise2
Category
Exercises to be contained
in a category
Figure 2: Peer to peer network.
In addition, mobile agent technology is applied to
realize the migration of categories, that is, each cate-
gory is also an agent in the proposed system.
2.4 Interactive Communication
Function
A questioner is a learner who wants to ask for some-
one’s advice. An answerer is a learner who has a
good score and gives good advice. When a questioner
wants to get some advice from an answerer interac-
tively using online chat, however, a questioner cannot
know what kind of learner uses the system. Therefore
the system provides the function to find an answerer.
In the system, answerers are defined that they already
solved the request’s exercise and its score was higher
than 80. The algorithm to find an answerer is shown
in Fig. 3. The queue Q contains addresses of nodes
to inquire and the set S contains addresses of inquired
node. The algorithm is explained using Fig. 4. It is
assumed that the node of a questioner is A. Adjacent
nodes of A are B, D, E, and G. First, the address of A
is appended to S, and the addresses of B, D, E, and G
are appended to Q.
S = {A}
Q =[B,D,E,G]
Next, B which is the top of Q is retrieved and the
learner on B is inquired whether he is an answerer.
If he is not an answerer, adjacent nodes of B will be
appended to Q, but A which is already contained in Q
is not appended. And only C will be appended to Q
because E already is contained in Q. After inquiring,
B will be appended to S.
S = {A, B}
Q =[D, E , G,C ]
Next, D which is the top of Q is retrieved and the
learner on D is inquired whether he is an answerer. If
he is not an answerer, F and I will be appended to Q
and D will be appended to S.
S = {A, B, D}
Q =[E,G, C,F, I]
The above-mentioned operations are repeated until an
answerer is found, or Q becomes empty.
Figure 3: The algorithm to find an answerer.
3 DESIGN AND
IMPLEMENTATION
We have implemented a prototype of the proposed
system on Maglog that is a Prolog-based framework
for building mobile multi-agent systems we have de-
veloped.
Node Agent There is one node agent on each node.
It manages the zone information of a CAN and for-
wards messages to the category agents in the node.
Category Agent Each category agent stands for a
unit of a particular subject. It manages exercise
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Figure 4: The example of arrangement of nodes.
agents in itself and sends them to the requesting
node.
Exercise Agent Each exercise agent has a question
and functions to mark user’s answers, tell the cor-
rect answers, and show some extra information
about the exercise. These data are formatted in
HTML.
Messenger Agent A messenger agent is created
when a questioner want to find an answerer. It goes
round nodes to find the answerer.
Log Agent Each log agent contains learners’ scores
of the corresponding exercises. The number of
them is identical of the number of learners. Teach-
ers can get score of any learner by communicating
with the corresponding log agent.
Interface Agent There is one interface agent on each
node. It is an interface between the user interface
program and other agents.
Agents communicate with other agents through
‘field’s provided by Maglog framework. A field is
kind of a preemptive queue. Roughly speaking, the
above-mentioned six kinds of agents execute a mes-
sage dispatch loop. Each message to an agent is
queued into the field owned by the agent. The user in-
terface program also communicates with the interface
agent through a field via XML-RPC(Winer, 1998).
As mentioned above, the user interface program of
the proposed system has been developed through ex-
tending Scamper which is a simple web browser runs
in Squeak(Ingalls et al., 1997).
Figures 5, 6, and 7 are screen-shots of the user
interface program. By clicking the left button of a
mouse on the category, a user can select it. After se-
lection of the category, a user can obtain an exercise
belonging to the category by clicking the left button
of a mouse on one of buttons in the button pane. Af-
ter a while an appropriate exercise agent comes from
some node and the user can try the question. The
user can require to mark his/her answer anytime by
clicking the submit button. Figure 5 shows an exam-
ple result of marking. Figure 6 shows the correct an-
swers and extra information about the exercise that
are shown by clicking the answer button. Figure 7
shows a questioner and an answerer communicate us-
ing online chat.
Figure 5: User’s answers are marked as correct or incorrect
by clicking the submit button.
Figure 6: Correct answers and extra information are shown
by clicking the answer button on the screen shown as Figure
5.
4 PERFORMANCE SIMULATION
This section presents performance simulations ob-
tained from a prototype implementation of the pro-
posed system described in the previous section.
The experimental environment consists of 8 PCs
with Intel Pentium4 2.4GHz processor and 512MB
of RAM, and all the PCs are running on GNU/Linux
(kernel version is 2.2.26) operating system.
We measured the searching latency in the exper-
imental environment under the conditions shown in
DISTRIBUTED E-LEARNING SYSTEM USING P2P TECHNOLOGY
253
Figure 7: A questioner and an answerer communicate using
online chat.
Table 1. All nodes send searching requests at the
same time and exercises to be searched are selected
randomly. We compared distributed and concentrated
systems where these terms are defined as follows:
Distributed System Each node has one category.
Concentrated System One node has all categories
and the rest nodes have no category.
It must be noted that the distributed system represents
the proposed system in which all categories have ideal
distribution. The concentrated system is equivalent to
an ordinary WBT system.
Table 1: Experimental Conditions.
Number of Nodes 8
Number of Categories
8
Number of Exercises/Category
50
Searching Frequency [times/sec]
1
12
,
1
6
,
1
3
,
1
2
Simulations are carried out with the time interval
of 600 seconds. Each Simulation is repeated 10 times
and the average of those is reported in Figure 8. Nat-
urally, the higher searching frequency is, the larger
searching latency is. Figure 8 shows that search-
ing latency grows rapid in the concentrated system,
while it grows slowly in the distributed system. In
other words, the result suggests that the proposed e-
Learning system has higher scalability than ordinary
concentrated WBT systems have.
5 RELATED WORKS
A great deal of effort has been made on agent-based
systems(Wong et al., 1997; Lange and Oshima, 1998;
Tarau, 1999; Satoh, 2000). However, these tech-
nologies provide support for agent collaboration and
communication but lack support for P2P technology.
Therefore, there are few agent-based P2P applica-
tions. PeerDB(Ng et al., 2003) is one of them, how-
0
5000
10000
15000
20000
25000
0 0.1 0.2 0.3 0.4 0.5 0.6
Average Searching Latency [msec]
Searching Frequency [times/sec]
Concentrated System
Distributed System
Figure 8: Comparison of concentrated and distributed sys-
tems in searching latency.
ever agent technology is only used to assist query
processing while in the proposed e-Learning system
it is used not only for interactiveness but also for mi-
gration of the functionality of the system.
Edutella is P2P network for exchanging infor-
mation about learning objects(Nejdl et al., 2002).
Edutella is based on RDF(Resource Description
Framework), which is a framework for representing
information in the Web. Consequently, Edutella does
not intend to receive user’s response. In contrast, that
is one of main goal of the proposed system and it is
achieved through agent technology.
6 CONCLUSION
Since existing asynchronous WBT systems are based
on the client/server model, they have problems of
scalability and robustness. The proposed e-Learning
system solves these problems in decentralized manner
through both P2P technology and mobile agent tech-
nology. The user interface program of the proposed
system is built on Squeak so that it obtains much
interactiveness and flexibility. Performance simula-
tions suggest that the proposed e-Learning system has
higher scalability than ordinary concentrated WBT
systems have. More work needs to be done in the
evaluation of the robustness of the proposed system.
For example, whole services will be stopped if any
one computer in the system is crushed, because there
is no backup mechanism in our proposed e-Learning
system. At that time, exercise agents located in the
crushed computer can not be restored. Considering
these points, the backup mechanism, especially for
the distributed systems, is considered as future prob-
lems.
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