5,264 research outputs found

    Throughput Optimal On-Line Algorithms for Advanced Resource Reservation in Ultra High-Speed Networks

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    Advanced channel reservation is emerging as an important feature of ultra high-speed networks requiring the transfer of large files. Applications include scientific data transfers and database backup. In this paper, we present two new, on-line algorithms for advanced reservation, called BatchAll and BatchLim, that are guaranteed to achieve optimal throughput performance, based on multi-commodity flow arguments. Both algorithms are shown to have polynomial-time complexity and provable bounds on the maximum delay for 1+epsilon bandwidth augmented networks. The BatchLim algorithm returns the completion time of a connection immediately as a request is placed, but at the expense of a slightly looser competitive ratio than that of BatchAll. We also present a simple approach that limits the number of parallel paths used by the algorithms while provably bounding the maximum reduction factor in the transmission throughput. We show that, although the number of different paths can be exponentially large, the actual number of paths needed to approximate the flow is quite small and proportional to the number of edges in the network. Simulations for a number of topologies show that, in practice, 3 to 5 parallel paths are sufficient to achieve close to optimal performance. The performance of the competitive algorithms are also compared to a greedy benchmark, both through analysis and simulation.Comment: 9 pages, 8 figure

    Reciprocity of Algorithms Solving Distributed Consensus-Based Optimization and Distributed Resource Allocation

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    This paper aims at proposing a procedure to derive distributed algorithms for distributed consensus-based optimization by using distributed algorithms for network resource allocation and vice versa over switching networks with/without synchronous protocol. It is shown that first-order gradient distributed consensus-based optimization algorithms can be used for finding an optimal solution of distributed resource allocation with synchronous protocol under weaker assumptions than those given in the literature for non-switching (static) networks. It is shown that first-order gradient distributed resource allocation algorithms can be utilized for finding an optimal solution of distributed consensus-based optimization. The results presented here can be applied to time-varying and random directed networks with or without synchronous protocol with arbitrary initialization. As a result, several algorithms can now be used to derive distributed algorithms for both consensus-based optimization and resource allocation, that can overcome limitations of the existing results. While the focus of this paper is on the first-order gradient algorithms, it is to be noted that the results also work with second-order gradient algorithms.Comment: 8 page

    QuickCast: Fast and Efficient Inter-Datacenter Transfers using Forwarding Tree Cohorts

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    Large inter-datacenter transfers are crucial for cloud service efficiency and are increasingly used by organizations that have dedicated wide area networks between datacenters. A recent work uses multicast forwarding trees to reduce the bandwidth needs and improve completion times of point-to-multipoint transfers. Using a single forwarding tree per transfer, however, leads to poor performance because the slowest receiver dictates the completion time for all receivers. Using multiple forwarding trees per transfer alleviates this concern--the average receiver could finish early; however, if done naively, bandwidth usage would also increase and it is apriori unclear how best to partition receivers, how to construct the multiple trees and how to determine the rate and schedule of flows on these trees. This paper presents QuickCast, a first solution to these problems. Using simulations on real-world network topologies, we see that QuickCast can speed up the average receiver's completion time by as much as 10×10\times while only using 1.04×1.04\times more bandwidth; further, the completion time for all receivers also improves by as much as 1.6×1.6\times faster at high loads.Comment: [Extended Version] Accepted for presentation in IEEE INFOCOM 2018, Honolulu, H

    Collocation Games and Their Application to Distributed Resource Management

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    We introduce Collocation Games as the basis of a general framework for modeling, analyzing, and facilitating the interactions between the various stakeholders in distributed systems in general, and in cloud computing environments in particular. Cloud computing enables fixed-capacity (processing, communication, and storage) resources to be offered by infrastructure providers as commodities for sale at a fixed cost in an open marketplace to independent, rational parties (players) interested in setting up their own applications over the Internet. Virtualization technologies enable the partitioning of such fixed-capacity resources so as to allow each player to dynamically acquire appropriate fractions of the resources for unencumbered use. In such a paradigm, the resource management problem reduces to that of partitioning the entire set of applications (players) into subsets, each of which is assigned to fixed-capacity cloud resources. If the infrastructure and the various applications are under a single administrative domain, this partitioning reduces to an optimization problem whose objective is to minimize the overall deployment cost. In a marketplace, in which the infrastructure provider is interested in maximizing its own profit, and in which each player is interested in minimizing its own cost, it should be evident that a global optimization is precisely the wrong framework. Rather, in this paper we use a game-theoretic framework in which the assignment of players to fixed-capacity resources is the outcome of a strategic "Collocation Game". Although we show that determining the existence of an equilibrium for collocation games in general is NP-hard, we present a number of simplified, practically-motivated variants of the collocation game for which we establish convergence to a Nash Equilibrium, and for which we derive convergence and price of anarchy bounds. In addition to these analytical results, we present an experimental evaluation of implementations of some of these variants for cloud infrastructures consisting of a collection of multidimensional resources of homogeneous or heterogeneous capacities. Experimental results using trace-driven simulations and synthetically generated datasets corroborate our analytical results and also illustrate how collocation games offer a feasible distributed resource management alternative for autonomic/self-organizing systems, in which the adoption of a global optimization approach (centralized or distributed) would be neither practical nor justifiable.NSF (CCF-0820138, CSR-0720604, EFRI-0735974, CNS-0524477, CNS-052016, CCR-0635102); Universidad Pontificia Bolivariana; COLCIENCIAS–Instituto Colombiano para el Desarrollo de la Ciencia y la Tecnología "Francisco José de Caldas

    Deadlock avoidance with virtual channels

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    High Performance Computing is a rapidly evolving area of computer science which attends to solve complicated computational problems with the combination of computational nodes connected through high speed networks. This work concentrates on the networks problems that appear in such networks and specially focuses on the Deadlock problem that can decrease the efficiency of the communication or even destroy the balance and paralyze the network. Goal of this work is the Deadlock avoidance with the use of virtual channels, in the switches of the network where the problem appears. The deadlock avoidance assures that will not be loss of data inside network, having as result the increased latency of the served packets, due to the extra calculation that the switches have to make to apply the policy.La computación de alto rendimiento es una zona de rápida evolución de la informática que busca resolver complicados problemas de cálculo con la combinación de los nodos de cómputo conectados a través de redes de alta velocidad. Este trabajo se centra en los problemas de las redes que aparecen en este tipo de sistemas y especialmente se centra en el problema del "deadlock" que puede disminuir la eficacia de la comunicación con la paralización de la red. El objetivo de este trabajo es la evitación de deadlock con el uso de canales virtuales, en los conmutadores de la red donde aparece el problema. Evitar el deadlock asegura que no se producirá la pérdida de datos en red, teniendo como resultado el aumento de la latencia de los paquetes, debido al overhead extra de cálculo que los conmutadores tienen que hacer para aplicar la política.La computació d'alt rendiment és una àrea de ràpida evolució de la informàtica que pretén resoldre complicats problemes de càlcul amb la combinació de nodes de còmput connectats a través de xarxes d'alta velocitat. Aquest treball se centra en els problemes de les xarxes que apareixen en aquest tipus de sistemes i especialment se centra en el problema del "deadlock" que pot disminuir l'eficàcia de la comunicació amb la paralització de la xarxa. L'objectiu d'aquest treball és l'evitació de deadlock amb l'ús de canals virtuals, en els commutadors de la xarxa on apareix el problema. Evitar deadlock assegura que no es produirà la pèrdua de dades en xarxa, tenint com a resultat l'augment de la latència dels paquets, degut al overhead extra de càlcul que els commutadors han de fer per aplicar la política
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