1,203 research outputs found

    Adaptive fault-tolerant routing in hypercube multicomputers

    Get PDF
    A connected hypercube with faulty links and/or nodes is called an injured hypercube. To enable any non-faulty node to communicate with any other non-faulty node in an injured hypercube, the information on component failures has to be made available to non-faulty nodes so as to route messages around the faulty components. A distributed adaptive fault tolerant routing scheme is proposed for an injured hypercube in which each node is required to know only the condition of its own links. Despite its simplicity, this scheme is shown to be capable of routing messages successfully in an injured hypercube as long as the number of faulty components is less than n. Moreover, it is proved that this scheme routes messages via shortest paths with a rather high probabiltiy and the expected length of a resulting path is very close to that of a shortest path. Since the assumption that the number of faulty components is less than n in an n-dimensional hypercube might limit the usefulness of the above scheme, a routing scheme is introduced based on depth-first search which works in the presence of an arbitrary number of faulty components. Due to the insufficient information on faulty components, the paths chosen by the above scheme may not always be the shortest. To guarantee that all messages be routed via shortest paths, it is proposed that every mode be equipped with more information than that on its own links. The effects of this additional information on routing efficiency are analyzed, and the additional information to be kept at each node for the shortest path routing is determined. Several examples and remarks are also given to illustrate the results

    Distributed Computing with Adaptive Heuristics

    Full text link
    We use ideas from distributed computing to study dynamic environments in which computational nodes, or decision makers, follow adaptive heuristics (Hart 2005), i.e., simple and unsophisticated rules of behavior, e.g., repeatedly "best replying" to others' actions, and minimizing "regret", that have been extensively studied in game theory and economics. We explore when convergence of such simple dynamics to an equilibrium is guaranteed in asynchronous computational environments, where nodes can act at any time. Our research agenda, distributed computing with adaptive heuristics, lies on the borderline of computer science (including distributed computing and learning) and game theory (including game dynamics and adaptive heuristics). We exhibit a general non-termination result for a broad class of heuristics with bounded recall---that is, simple rules of behavior that depend only on recent history of interaction between nodes. We consider implications of our result across a wide variety of interesting and timely applications: game theory, circuit design, social networks, routing and congestion control. We also study the computational and communication complexity of asynchronous dynamics and present some basic observations regarding the effects of asynchrony on no-regret dynamics. We believe that our work opens a new avenue for research in both distributed computing and game theory.Comment: 36 pages, four figures. Expands both technical results and discussion of v1. Revised version will appear in the proceedings of Innovations in Computer Science 201

    Online Permutation Routing in Partitioned Optical Passive Star Networks

    Full text link
    This paper establishes the state of the art in both deterministic and randomized online permutation routing in the POPS network. Indeed, we show that any permutation can be routed online on a POPS network either with O(dglog⁡g)O(\frac{d}{g}\log g) deterministic slots, or, with high probability, with 5c⌈d/g⌉+o(d/g)+O(log⁡log⁡g)5c\lceil d/g\rceil+o(d/g)+O(\log\log g) randomized slots, where constant c=exp⁡(1+e−1)≈3.927c=\exp (1+e^{-1})\approx 3.927. When d=Θ(g)d=\Theta(g), that we claim to be the "interesting" case, the randomized algorithm is exponentially faster than any other algorithm in the literature, both deterministic and randomized ones. This is true in practice as well. Indeed, experiments show that it outperforms its rivals even starting from as small a network as a POPS(2,2), and the gap grows exponentially with the size of the network. We can also show that, under proper hypothesis, no deterministic algorithm can asymptotically match its performance

    Jointly Optimal Routing and Caching for Arbitrary Network Topologies

    Full text link
    We study a problem of fundamental importance to ICNs, namely, minimizing routing costs by jointly optimizing caching and routing decisions over an arbitrary network topology. We consider both source routing and hop-by-hop routing settings. The respective offline problems are NP-hard. Nevertheless, we show that there exist polynomial time approximation algorithms producing solutions within a constant approximation from the optimal. We also produce distributed, adaptive algorithms with the same approximation guarantees. We simulate our adaptive algorithms over a broad array of different topologies. Our algorithms reduce routing costs by several orders of magnitude compared to prior art, including algorithms optimizing caching under fixed routing.Comment: This is the extended version of the paper "Jointly Optimal Routing and Caching for Arbitrary Network Topologies", appearing in the 4th ACM Conference on Information-Centric Networking (ICN 2017), Berlin, Sep. 26-28, 201

    An Efficient Routing Algorithm for Mesh-Hypercube (M-H) Networks

    Get PDF
    Proceedings of the International Conference on Parallel and Distributed Processing Techniques and Applications (PDPTA'08, ISBN Set # 1-60132-084-1), Editors: Hamid R. Arabnia and Youngsong Mun, 2008.This paper presents an efficient routing algorithm for the Mesh-Hypercube (M-H) network. The M-H network is one of the new interconnection networking techniques use to build high performance parallel computers. The combination of M-H networks offers high connectivity among multiple nodes, fault-tolerance, and load scalability. However, the performance of M-H networks may degrade significantly in the presence of frequent link or node failures. When a link or node failure occurs, neither the hardware schemes nor point to point and multistage routing algorithms can be used without adding extra links. This paper presents an efficient single bit store and forward (SBSF) routing algorithm for MH network that based on the round robin scheduling algorithm. Simulation and numerical results suggest that the proposed routing algorithm improves the overall performance of M-H network by both reducing the transmission delay and increasing the total data throughput even in the presence of faulty nodes.http://www.world-academy-of-science.org

    Evaluating the communications capabilities of the generalized hypercube interconnection network

    Get PDF
    This thesis presents results of evaluating the communications capabilities of the generalized hypercube interconnection network. The generalized hypercube has outstanding topological properties, but it has not been implemented in a large scale because of its very high wiring complexity. For this reason, this network has not been studied extensively in the past. However, recent and expected technological advancements will soon render this network viable for massively parallel systems. We first present implementations of randomized many-to-all broadcasting and multicasting on generalized hypercubes, using as the basis the one-to-all broadcast algorithm presented in [3]. We test the proposed implementations under realistic communication traffic patterns and message generations, for the all-port model of communication. Our results show that the size of the intermediate message buffers has a significant effect on the total communication time, and this effect becomes very dramatic for large systems with large numbers of dimensions. We also propose a modification of this multicast algorithm that applies congestion control to improve its performance. The results illustrate a significant improvement in the total execution time and a reduction in the number of message contentions, and also prove that the generalized hypercube is a very versatile interconnection network

    The Effect Of Hot Spots On The Performance Of Mesh--Based Networks

    Get PDF
    Direct network performance is affected by different design parameters which include number of virtual channels, number of ports, routing algorithm, switching technique, deadlock handling technique, packet size, and buffer size. Another factor that affects network performance is the traffic pattern. In this thesis, we study the effect of hotspot traffic on system performance. Specifically, we study the effect of hotspot factor, hotspot number, and hot spot location on the performance of mesh-based networks. Simulations are run on two network topologies, both the mesh and torus. We pay more attention to meshes because they are widely used in commercial machines. Comparisons between oblivious wormhole switching and chaotic packet switching are reported. Overall packet switching proved to be more efficient in terms of throughput when compared to wormhole switching. In the case of uniform random traffic, it is shown that the differences between chaotic and oblivious routing are indistinguishable. Networks with low number of hotspots show better performance. As the number of hotspots increases network latency tends to increase. It is shown that when the hotspot factor increases, performance of packet switching is better than that of wormhole switching. It is also shown that the location of hotspots affects network performance particularly with the oblivious routers since their achieved latencies proved to be more vulnerable to changes in the hotspot location. It is also shown that the smaller the size of the network the earlier network saturation occurs. Further, it is shown that the chaos router’s adaptivity is useful in this case. Finally, for tori, performance is not greatly affected by hotspot presence. This is mostly due to the symmetric nature of tori
    • 

    corecore