11,297 research outputs found

    Communication in networks with random dependent faults

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    The aim of this paper is to study communication in networks where nodes fail in a random dependent way. In order to capture fault dependencies, we introduce the neighborhood fault model, where damaging events, called spots, occur randomly and independently with probability p at nodes of a network, and cause faults in the given node and all of its neighbors. Faults at distance at most 2 become dependent in this model and are positively correlated. We investigate the impact of spot probability on feasibility and time of communication in the fault-free part of the network. We show a network which supports fast communication with high probability, if p ≀ 1/c log n. We also show that communication is not feasible with high probability in most classes of networks, for constant spot probabilities. For smaller spot probabilities, high probability communication is supported even by bounded degree networks. It is shown that the torus supports communication with high probability when p decreases faster than 1/n 1/2, and does not when p ∈ 1/O(n 1/2). Furthermore, a network built of tori is designed, with the same fault-tolerance properties and additionally supporting fast communication. We show, however, that networks of degree bounded by a constant d do not support communication with high probability, if p ∈ 1/O(n 1/d). While communication in networks with independent faults was widely studied, this is the first analytic paper which investigates network communication for random dependent faults. Keywords: Fault-tolerance, dependent faults, communication, crash faults, network connectivity

    VLSI implementation of a multi-mode turbo/LDPC decoder architecture

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    Flexible and reconfigurable architectures have gained wide popularity in the communications field. In particular, reconfigurable architectures for the physical layer are an attractive solution not only to switch among different coding modes but also to achieve interoperability. This work concentrates on the design of a reconfigurable architecture for both turbo and LDPC codes decoding. The novel contributions of this paper are: i) tackling the reconfiguration issue introducing a formal and systematic treatment that, to the best of our knowledge, was not previously addressed; ii) proposing a reconfigurable NoCbased turbo/LDPC decoder architecture and showing that wide flexibility can be achieved with a small complexity overhead. Obtained results show that dynamic switching between most of considered communication standards is possible without pausing the decoding activity. Moreover, post-layout results show that tailoring the proposed architecture to the WiMAX standard leads to an area occupation of 2.75 mm2 and a power consumption of 101.5 mW in the worst case

    Service oriented interactive media (SOIM) engines enabled by optimized resource sharing

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    In the same way as cloud computing, Software as a Service (SaaS) and Content Centric Networking (CCN) triggered a new class of software architectures fundamentally different from traditional desktop software, service oriented networking (SON) suggests a new class of media engine technologies, which we call Service Oriented Interactive Media (SOIM) engines. This includes a new approach for game engines and more generally interactive media engines for entertainment, training, educational and dashboard applications. Porting traditional game engines and interactive media engines to the cloud without fundamentally changing the architecture, as done frequently, can enable already various advantages of cloud computing for such kinds of applications, for example simple and transparent upgrading of content and unified user experience on all end-user devices. This paper discusses a new architecture for game engines and interactive media engines fundamentally designed for cloud and SON. Main advantages of SOIM engines are significantly higher resource efficiency, leading to a fraction of cloud hosting costs. SOIM engines achieve these benefits by multilayered data sharing, efficiently handling many input and output channels for video, audio, and 3D world synchronization, and smart user session and session slot management. Architecture and results of a prototype implementation of a SOIM engine are discussed

    Broadcasting with Mobile Agents in Dynamic Networks

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    We study the standard communication problem of broadcast for mobile agents moving in a network. The agents move autonomously in the network and can communicate with other agents only when they meet at a node. In this model, broadcast is a communication primitive for information transfer from one agent, the source, to all other agents. Previous studies of this problem were restricted to static networks while, in this paper, we consider the problem in dynamic networks modelled as an evolving graph. The dynamicity of the graph is unknown to the agents; in each round an adversary selects which edges of the graph are available, and an agent can choose to traverse one of the available edges adjacent to its current location. The only restriction on the adversary is that the subgraph of available edges in each round must span all nodes; in other words the evolving graph is constantly connected. The agents have global visibility allowing them to see the location of other agents in the graph and move accordingly. Depending on the topology of the underlying graph, we determine how many agents are necessary and sufficient to solve the broadcast problem in dynamic networks. While two agents plus the source are sufficient for ring networks, much larger teams of agents are necessary for denser graphs such as grid graphs and hypercubes, and finally for complete graphs of n nodes at least n-2 agents plus the source are necessary and sufficient. We show lower bounds on the number of agents and provide some algorithms for solving broadcast using the minimum number of agents, for various topologies

    Configuration Recognition, Communication Fault Tolerance and Self-reassembly for the CKBot

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    We present and experimentally verify novel methods for increasing the generality of control, autonomy and reliability for modular robotic systems. In particular, we demonstrate configuration recognition, distributed communication fault tolerance, and the organization and control of self-reassembly with the Connector Kinetic roBot (CKBot). The primary contribution of this work is the presentation and experimental verification of these innovative methods that are general and applicable to other modular robotic systems. We describe our CKBot system and compare it to other similar, state-of-the-art modular robotic systems. Our description and comparison highlights various design developments, features, and notable achievements of these systems. We present work on isomorphic configuration recognition with CKBot. Here, we utilize basic principles from graph theory to create and implement an algorithm on CKBot that automatically recognizes modular robot configurations. In particular, we describe how comparing graph spectra of configuration matrices can be used to find a permutation matrix that maps a given configuration to a known one. If a configuration is matched to one in a library of stored gaits, a permutation mapping is applied and the corresponding coordinated control for locomotion is executed. An implementation of the matching algorithm with small configurations of CKBot configurations that can be rearranged during runtime is presented. We also present work on a distributed fault-tolerance algorithm used to control CKBot configurations. Here, we use a triple modular redundancy approach for CKBot units to collectively vote on observations and execute commands in the presence of infrared (IR) communication failures. In our implementation, we broadcast infrared signals to modules which collaboratively vote on a majority course of action. Various gait selections for a seven module caterpillar and sixteen module quadruped with faulty subsets of IR receivers have been verified to demonstrate the algorithm\u27s robustness. Lastly, we present work on the communication hierarchy and control state machine for the Self-reassembly After Explosion (SAE) robot. Here, we discuss the interaction and integration of the various sensory inputs and control outputs implemented for camera-guided self-reassembly with CKBot. This section describes the overall communication system and reassembly sequence planning after a group of CKBot clusters is kicked apart

    Network models of innovation and knowledge diffusion

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    Much of modern micro-economics is built from the starting point of the perfectly competitive market. In this model there are an infinite number of agents — buyers and sellers, none of whom has the power to influence the price by his actions. The good is well-defined, indeed it is perfectly standardized. And any interactions agents have is mediated by the market. That is, all transactions are anonymous, in the sense that the identities of buyer and seller are unimportant. Effectively, the seller sells “to the market” and the buyer buys “from the market”. This follows from the standardization of the good, and the fact that the market imposes a very strong discipline on prices. Implicit here is one (or both) of two assumptions. Either all agents are identical in every relevant respect, apart, possibly, from the prices they ask or offer; or every agent knows every relevant detail about every other agent. If the former, then obviously my only concern as a buyer is the prices asked by the population of sellers since in every other way they are identical. If the latter, then each seller has a unique good, and again what I am concerned with is the price of it. In either case, we see that prices capture all relevant information and are enough for every agent to make all the decisions he needs to make....economics of technology ;
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