90 research outputs found
Quality of service aware data dissemination in vehicular Ad Hoc networks
Des systèmes de transport intelligents (STI) seront éventuellement fournis dans un proche avenir pour la sécurité et le confort des personnes lors de leurs déplacements sur les routes. Les réseaux ad-hoc véhiculaires (VANETs) représentent l'élément clé des STI. Les VANETs sont formés par des véhicules qui communiquent entre eux et avec l'infrastructure. En effet, les véhicules pourront échanger des messages qui comprennent, par exemple, des informations sur la circulation routière, les situations d'urgence et les divertissements. En particulier, les messages d'urgence sont diffusés par des véhicules en cas d'urgence (p.ex. un accident de voiture); afin de permettre aux conducteurs de réagir à temps (p.ex., ralentir), les messages d'urgence doivent être diffusés de manière fiable dans un délai très court. Dans les VANETs, il existe plusieurs facteurs, tels que le canal à pertes, les terminaux cachés, les interférences et la bande passante limitée, qui compliquent énormément la satisfaction des exigences de fiabilité et de délai des messages d'urgence. Dans cette thèse, en guise de première contribution, nous proposons un schéma de diffusion efficace à plusieurs sauts, appelé Dynamic Partitioning Scheme (DPS), pour diffuser les messages d'urgence. DPS calcule les tailles de partitions dynamiques et le calendrier de transmission pour chaque partition; à l'intérieur de la zone arrière de l'expéditeur, les partitions sont calculées de sorte qu'en moyenne chaque partition contient au moins un seul véhicule; l'objectif est de s'assurer que seul un véhicule dans la partition la plus éloignée (de l'expéditeur) est utilisé pour diffuser le message, jusqu'au saut suivant; ceci donne lieu à un délai d'un saut plus court. DPS assure une diffusion rapide des messages d'urgence. En outre, un nouveau mécanisme d'établissement de liaison, qui utilise des tonalités occupées, est proposé pour résoudre le problème du problème de terminal caché.
Dans les VANETs, la Multidiffusion, c'est-à-dire la transmission d'un message d'une source à un nombre limité de véhicules connus en tant que destinations, est très importante. Par rapport à la diffusion unique, avec Multidiffusion, la source peut simultanément prendre en charge plusieurs destinations, via une arborescence de multidiffusion, ce qui permet d'économiser de la bande passante et de réduire la congestion du réseau. Cependant, puisque les VANETs ont une topologie dynamique, le maintien de la connectivité de l'arbre de multidiffusion est un problème majeur. Comme deuxième contribution, nous proposons deux approches pour modéliser l'utilisation totale de bande passante d'une arborescence de multidiffusion: (i) la première approche considère le nombre de segments de route impliqués dans l'arbre de multidiffusion et (ii) la seconde approche considère le nombre d'intersections relais dans l'arbre de multidiffusion. Une heuristique est proposée pour chaque approche. Pour assurer la qualité de service de l'arbre de multidiffusion, des procédures efficaces sont proposées pour le suivi des destinations et la surveillance de la qualité de service des segments de route.
Comme troisième contribution, nous étudions le problème de la congestion causée par le routage du trafic de données dans les VANETs. Nous proposons (1) une approche de routage basée sur l’infonuagique qui, contrairement aux approches existantes, prend en compte les chemins de routage existants qui relaient déjà les données dans les VANETs. Les nouvelles demandes de routage sont traitées de sorte qu'aucun segment de route ne soit surchargé par plusieurs chemins de routage croisés. Au lieu d'acheminer les données en utilisant des chemins de routage sur un nombre limité de segments de route, notre approche équilibre la charge des données en utilisant des chemins de routage sur l'ensemble des tronçons routiers urbains, dans le but d'empêcher, dans la mesure du possible, les congestions locales dans les VANETs; et (2) une approche basée sur le réseau défini par logiciel (SDN) pour surveiller la connectivité VANET en temps réel et les délais de transmission sur chaque segment de route. Les données de surveillance sont utilisées en entrée de l'approche de routage.Intelligent Transportation Systems (ITS) will be eventually provided in the near future for both safety and comfort of people during their travel on the roads. Vehicular ad-hoc Networks (VANETs), represent the key component of ITS. VANETs consist of vehicles that communicate with each other and with the infrastructure. Indeed, vehicles will be able to exchange messages that include, for example, information about road traffic, emergency situations, and entertainment. Particularly, emergency messages are broadcasted by vehicles in case of an emergency (e.g., car accident); in order to allow drivers to react in time (e.g., slow down), emergency messages must be reliably disseminated with very short delay. In VANETs, there are several factors, such as lossy channel, hidden terminals, interferences and scarce bandwidth, which make satisfying reliability and delay requirements of emergency messages very challenging. In this thesis, as the first contribution, we propose a reliable time-efficient and multi-hop broadcasting scheme, called Dynamic Partitioning Scheme (DPS), to disseminate emergency messages. DPS computes dynamic partition sizes and the transmission schedule for each partition; inside the back area of the sender, the partitions are computed such that in average each partition contains at least a single vehicle; the objective is to ensure that only a vehicle in the farthest partition (from the sender) is used to disseminate the message, to next hop, resulting in shorter one hop delay. DPS ensures fast dissemination of emergency messages. Moreover, a new handshaking mechanism, that uses busy tones, is proposed to solve the problem of hidden terminal problem.
In VANETs, Multicasting, i.e. delivering a message from a source to a limited known number of vehicles as destinations, is very important. Compared to Unicasting, with Multicasting, the source can simultaneously support multiple destinations, via a multicast tree, saving bandwidth and reducing overall communication congestion. However, since VANETs have a dynamic topology, maintaining the connectivity of the multicast tree is a major issue. As the second contribution, we propose two approaches to model total bandwidth usage of a multicast tree: (i) the first approach considers the number of road segments involved in the multicast tree and (ii) the second approach considers the number of relaying intersections involved in the multicast tree. A heuristic is proposed for each approach. To ensure QoS of the multicasting tree, efficient procedures are proposed for tracking destinations and monitoring QoS of road segments.
As the third contribution, we study the problem of network congestion in routing data traffic in VANETs. We propose (1) a Cloud-based routing approach that, in opposition to existing approaches, takes into account existing routing paths which are already relaying data in VANETs. New routing requests are processed such that no road segment gets overloaded by multiple crossing routing paths. Instead of routing over a limited set of road segments, our approach balances the load of communication paths over the whole urban road segments, with the objective to prevent, whenever possible, local congestions in VANETs; and (2) a Software Defined Networking (SDN) based approach to monitor real-time VANETs connectivity and transmission delays on each road segment. The monitoring data is used as input to the routing approach
Solving key design issues for massively multiplayer online games on peer-to-peer architectures
Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and
scale on the Internet and are predominantly implemented by Client/Server architectures.
While such a classical approach to distributed system design offers many benefits, it suffers
from significant technical and commercial drawbacks, primarily reliability and scalability
costs. This realisation has sparked recent research interest in adapting MMOGs
to Peer-to-Peer (P2P) architectures.
This thesis identifies six key design issues to be addressed by P2P MMOGs, namely
interest management, event dissemination, task sharing, state persistency, cheating mitigation,
and incentive mechanisms. Design alternatives for each issue are systematically
compared, and their interrelationships discussed. How well representative P2P MMOG
architectures fulfil the design criteria is also evaluated. It is argued that although P2P
MMOG architectures are developing rapidly, their support for task sharing and incentive
mechanisms still need to be improved.
The design of a novel framework for P2P MMOGs, Mediator, is presented. It employs a
self-organising super-peer network over a P2P overlay infrastructure, and addresses the
six design issues in an integrated system. The Mediator framework is extensible, as it
supports flexible policy plug-ins and can accommodate the introduction of new superpeer
roles. Key components of this framework have been implemented and evaluated
with a simulated P2P MMOG.
As the Mediator framework relies on super-peers for computational and administrative
tasks, membership management is crucial, e.g. to allow the system to recover from
super-peer failures. A new technology for this, namely Membership-Aware Multicast
with Bushiness Optimisation (MAMBO), has been designed, implemented and evaluated.
It reuses the communication structure of a tree-based application-level multicast
to track group membership efficiently. Evaluation of a demonstration application shows
i
that MAMBO is able to quickly detect and handle peers joining and leaving. Compared
to a conventional supervision architecture, MAMBO is more scalable, and yet incurs
less communication overheads. Besides MMOGs, MAMBO is suitable for other P2P
applications, such as collaborative computing and multimedia streaming.
This thesis also presents the design, implementation and evaluation of a novel task
mapping infrastructure for heterogeneous P2P environments, Deadline-Driven Auctions
(DDA). DDA is primarily designed to support NPC host allocation in P2P MMOGs, and
specifically in the Mediator framework. However, it can also support the sharing of computational
and interactive tasks with various deadlines in general P2P applications. Experimental
and analytical results demonstrate that DDA efficiently allocates computing
resources for large numbers of real-time NPC tasks in a simulated P2P MMOG with approximately
1000 players. Furthermore, DDA supports gaming interactivity by keeping
the communication latency among NPC hosts and ordinary players low. It also supports
flexible matchmaking policies, and can motivate application participants to contribute
resources to the system
Development of an adaptable multicast overlay network
Dissertação de mestrado em Informatics EngineeringMulticast is a group communication paradigm created in order to reduce, as much as
possible, the amount of data generated to the network. However, limited deployment of IP
Multicast protocols has motivated an interest in alternative approaches which implement a
similar process of Multicast at an application-level (using solely end-systems and not the
routers). In this context, different methodologies are presented, entitled Application-Layer
Multicast or Overlay Multicast, which may vary in the way they operate.
This dissertation’s objective is to develop and experiment a prototype of an overlay multicast
system. This system should be easily configurable and adaptable in order to assume
different strategies when establishing the multicast distribution tree. It is also expected
to explore and integrate collaborative mechanisms between the overlay network and the
Internet Service Providers (ISP).
With the presented context, the first step to take is an investigation on the state of the
art, where technologies relevant to this work will be presented. After this initial step, the
developed system’s architecture will be described, one which enables different ways of
building and maintaining the multicast distribution tree. The envisioned system can operate
independently, integrating mechanisms where the distribution tree relies solely on peer
decisions, which will be firstly addressed. Then, this work will move on to collaborative
mechanisms between the overlay’s management (the central node) and the Internet Service
Providers. Based on the proposed system architecture, several mechanisms are explored,
not only focusing on alternative ways to build distribution trees, but also mechanisms
allowing for some traffic engineering objectives involving the Internet Service Providers.
Using the CORE network emulator, all the proposed mechanisms are tested, and results
are analyzed to corroborate the system’s correct operation.O multicast é um paradigma de comunicação em grupo que tem como objetivo reduzir,
tanto quanto possível, a quantidade de tráfego gerada para a rede. No entanto, a implantação
limitada de protocolos IP Multicast tem motivado o interesse em abordagens alternativas
que implementam processos de distribuição Multicast na camada aplicacional (ou seja, usando
apenas os sistemas/aplicações finais e não os routers). Neste contexto, surgem as
soluções denominadas por Application-Layer Multicast ou Overlay Multicast, podendo estas
apresentar algumas variantes na sua operação.
Nesta dissertação, tem-se como objetivo o desenvolvimento e experimentação de um
protótipo de um sistema de Overlay Multicast. Este sistema deverá ser capaz de ser facilmente
(re)configurado para assumir diferentes estratégias no estabelecimento da árvore de
distribuição Multicast, e integrar mecanismos de colaboração entre a rede Overlay e os
Internet Service Providers.
No contexto apresentado, o primeiro passo consiste na investigação do estado da arte,
onde tecnologias relevantes ao atual trabalho serão apresentadas. Após este passo inicial,
a arquitectura do sistema será apresentada, uma arquitectura que considera diferentes
maneiras de construir e manter a árvore de distribuição multicast. O sistema proposto pode
operar de forma independente, contemplando mecanismos onde a árvore de distribuição
depende apenas das decisões dos vários peers, sendo que estes serão os primeiros mecanismos
a serem apresentados. De seguida, o sistema direcciona-se para mecanismos colaborativos
entre a gestão da rede overlay e o ISP, de maneira a incluir conhecimento acerca
da topologia da rede que nenhuma outra entidade seria capaz de providenciar. Com base
na arquitectura do sistema proposto, vários mecanismos são explorados, não só mecanismos
que se concentram em formas alternativas de construir a árvore de distribuição, mas
também mecanismos que permitem cumprir os objetivos de engenharia de tráfico dos ISPs.
Por fim, utilizando o emulador de redes CORE, todas as soluções serão testadas, e os seus
resultados analisados por forma a validar a correta operação de todo o sistema
A self-configuring resolver architecture for resource discovery and routing in device networks
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2000.Includes bibliographical references (p. 99-104).by William Adjie-Winoto.S.M
An Efficient Holistic Data Distribution and Storage Solution for Online Social Networks
In the past few years, Online Social Networks (OSNs) have dramatically spread over the world. Facebook [4], one of the largest worldwide OSNs, has 1.35 billion users, 82.2% of whom are outside the US [36]. The browsing and posting interactions (text content) between OSN users lead to user data reads (visits) and writes (updates) in OSN datacenters, and Facebook now serves a billion reads and tens of millions of writes per second [37]. Besides that, Facebook has become one of the top Internet traffic sources [36] by sharing tremendous number of large multimedia files including photos and videos. The servers in datacenters have limited resources (e.g. bandwidth) to supply latency efficient service for multimedia file sharing among the rapid growing users worldwide. Most online applications operate under soft real-time constraints (e.g., ≤ 300 ms latency) for good user experience, and its service latency is negatively proportional to its income. Thus, the service latency is a very important requirement for Quality of Service (QoS) to the OSN as a web service, since it is relevant to the OSN’s revenue and user experience. Also, to increase OSN revenue, OSN service providers need to constrain capital investment, operation costs, and the resource (bandwidth) usage costs. Therefore, it is critical for the OSN to supply a guaranteed QoS for both text and multimedia contents to users while minimizing its costs. To achieve this goal, in this dissertation, we address three problems. i) Data distribution among datacenters: how to allocate data (text contents) among data servers with low service latency and minimized inter-datacenter network load; ii) Efficient multimedia file sharing: how to facilitate the servers in datacenters to efficiently share multimedia files among users; iii) Cost minimized data allocation among cloud storages: how to save the infrastructure (datacenters) capital investment and operation costs by leveraging commercial cloud storage services. Data distribution among datacenters. To serve the text content, the new OSN model, which deploys datacenters globally, helps reduce service latency to worldwide distributed users and release the load of the existing datacenters. However, it causes higher inter-datacenter communica-tion load. In the OSN, each datacenter has a full copy of all data, and the master datacenter updates all other datacenters, generating tremendous load in this new model. The distributed data storage, which only stores a user’s data to his/her geographically closest datacenters, simply mitigates the problem. However, frequent interactions between distant users lead to frequent inter-datacenter com-munication and hence long service latencies. Therefore, the OSNs need a data allocation algorithm among datacenters with minimized network load and low service latency. Efficient multimedia file sharing. To serve multimedia file sharing with rapid growing user population, the file distribution method should be scalable and cost efficient, e.g. minimiza-tion of bandwidth usage of the centralized servers. The P2P networks have been widely used for file sharing among a large amount of users [58, 131], and meet both scalable and cost efficient re-quirements. However, without fully utilizing the altruism and trust among friends in the OSNs, current P2P assisted file sharing systems depend on strangers or anonymous users to distribute files that degrades their performance due to user selfish and malicious behaviors. Therefore, the OSNs need a cost efficient and trustworthy P2P-assisted file sharing system to serve multimedia content distribution. Cost minimized data allocation among cloud storages. The new trend of OSNs needs to build worldwide datacenters, which introduce a large amount of capital investment and maintenance costs. In order to save the capital expenditures to build and maintain the hardware infrastructures, the OSNs can leverage the storage services from multiple Cloud Service Providers (CSPs) with existing worldwide distributed datacenters [30, 125, 126]. These datacenters provide different Get/Put latencies and unit prices for resource utilization and reservation. Thus, when se-lecting different CSPs’ datacenters, an OSN as a cloud customer of a globally distributed application faces two challenges: i) how to allocate data to worldwide datacenters to satisfy application SLA (service level agreement) requirements including both data retrieval latency and availability, and ii) how to allocate data and reserve resources in datacenters belonging to different CSPs to minimize the payment cost. Therefore, the OSNs need a data allocation system distributing data among CSPs’ datacenters with cost minimization and SLA guarantee. In all, the OSN needs an efficient holistic data distribution and storage solution to minimize its network load and cost to supply a guaranteed QoS for both text and multimedia contents. In this dissertation, we propose methods to solve each of the aforementioned challenges in OSNs. Firstly, we verify the benefits of the new trend of OSNs and present OSN typical properties that lay the basis of our design. We then propose Selective Data replication mechanism in Distributed Datacenters (SD3) to allocate user data among geographical distributed datacenters. In SD3,a datacenter jointly considers update rate and visit rate to select user data for replication, and further atomizes a user’s different types of data (e.g., status update, friend post) for replication, making sure that a replica always reduces inter-datacenter communication. Secondly, we analyze a BitTorrent file sharing trace, which proves the necessity of proximity-and interest-aware clustering. Based on the trace study and OSN properties, to address the second problem, we propose a SoCial Network integrated P2P file sharing system for enhanced Efficiency and Trustworthiness (SOCNET) to fully and cooperatively leverage the common-interest, geographically-close and trust properties of OSN friends. SOCNET uses a hierarchical distributed hash table (DHT) to cluster common-interest nodes, and then further clusters geographically close nodes into a subcluster, and connects the nodes in a subcluster with social links. Thus, when queries travel along trustable social links, they also gain higher probability of being successfully resolved by proximity-close nodes, simultaneously enhancing efficiency and trustworthiness. Thirdly, to handle the third problem, we model the cost minimization problem under the SLA constraints using integer programming. According to the system model, we propose an Eco-nomical and SLA-guaranteed cloud Storage Service (ES3), which finds a data allocation and resource reservation schedule with cost minimization and SLA guarantee. ES3 incorporates (1) a data al-location and reservation algorithm, which allocates each data item to a datacenter and determines the reservation amount on datacenters by leveraging all the pricing policies; (2) a genetic algorithm based data allocation adjustment approach, which makes data Get/Put rates stable in each data-center to maximize the reservation benefit; and (3) a dynamic request redirection algorithm, which dynamically redirects a data request from an over-utilized datacenter to an under-utilized datacenter with sufficient reserved resource when the request rate varies greatly to further reduce the payment. Finally, we conducted trace driven experiments on a distributed testbed, PlanetLab, and real commercial cloud storage (Amazon S3, Windows Azure Storage and Google Cloud Storage) to demonstrate the efficiency and effectiveness of our proposed systems in comparison with other systems. The results show that our systems outperform others in the network savings and data distribution efficiency
Distributed k-ary System: Algorithms for Distributed Hash Tables
This dissertation presents algorithms for data structures called distributed hash tables (DHT) or structured overlay networks, which are used to build scalable self-managing distributed systems. The provided algorithms guarantee lookup consistency in the presence of dynamism: they guarantee consistent lookup results in the presence of nodes joining and leaving. Similarly, the algorithms guarantee that routing never fails while nodes join and leave. Previous algorithms for lookup consistency either suffer from starvation, do not work in the presence of failures, or lack proof of correctness.
Several group communication algorithms for structured overlay networks are presented. We provide an overlay broadcast algorithm, which unlike previous algorithms avoids redundant messages, reaching all nodes in O(log n) time, while using O(n) messages, where n is the number of nodes in the system. The broadcast algorithm is used to build overlay multicast.
We introduce bulk operation, which enables a node to efficiently make multiple lookups or send a message to all nodes in a specified set of identifiers. The algorithm ensures that all specified nodes are reached in O(log n) time, sending maximum O(log n) messages per node, regardless of the input size of the bulk operation. Moreover, the algorithm avoids sending redundant messages. Previous approaches required multiple lookups, which consume more messages and can render the initiator a bottleneck. Our algorithms are used in DHT-based storage systems, where nodes can do thousands of lookups to fetch large files. We use the bulk operation algorithm to construct a pseudo-reliable broadcast algorithm. Bulk operations can also be used to implement efficient range queries.
Finally, we describe a novel way to place replicas in a DHT, called symmetric replication, that enables parallel recursive lookups. Parallel lookups are known to reduce latencies. However, costly iterative lookups have previously been used to do parallel lookups. Moreover, joins or leaves only require exchanging O(1) messages, while other schemes require at least log(f) messages for a replication degree of f.
The algorithms have been implemented in a middleware called the Distributed k-ary System (DKS), which is briefly described
Peer-to-peer interactive 3D media dissemination in networked virtual environments
Ph.DDOCTOR OF PHILOSOPH
7. GI/ITG KuVS Fachgespräch Drahtlose Sensornetze
In dem vorliegenden Tagungsband sind die Beiträge des Fachgesprächs Drahtlose Sensornetze 2008 zusammengefasst. Ziel dieses Fachgesprächs ist es, Wissenschaftlerinnen und Wissenschaftler aus diesem Gebiet die Möglichkeit zu einem informellen Austausch zu geben – wobei immer auch Teilnehmer aus der Industrieforschung willkommen sind, die auch in diesem Jahr wieder teilnehmen.Das Fachgespräch ist eine betont informelle Veranstaltung der GI/ITG-Fachgruppe „Kommunikation und Verteilte Systeme“ (www.kuvs.de). Es ist ausdrücklich keine weitere Konferenz mit ihrem großen Overhead und der Anforderung, fertige und möglichst „wasserdichte“ Ergebnisse zu präsentieren, sondern es dient auch ganz explizit dazu, mit Neueinsteigern auf der Suche nach ihrem Thema zu diskutieren und herauszufinden, wo die Herausforderungen an die zukünftige Forschung überhaupt liegen.Das Fachgespräch Drahtlose Sensornetze 2008 findet in Berlin statt, in den Räumen der Freien Universität Berlin, aber in Kooperation mit der ScatterWeb GmbH. Auch dies ein Novum, es zeigt, dass das Fachgespräch doch deutlich mehr als nur ein nettes Beisammensein unter einem Motto ist.Für die Organisation des Rahmens und der Abendveranstaltung gebührt Dank den beiden Mitgliedern im Organisationskomitee, Kirsten Terfloth und Georg Wittenburg, aber auch Stefanie Bahe, welche die redaktionelle Betreuung des Tagungsbands übernommen hat, vielen anderen Mitgliedern der AG Technische Informatik der FU Berlin und natürlich auch ihrem Leiter, Prof. Jochen Schiller
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