685 research outputs found

    Multicommodity Multicast, Wireless and Fast

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    We study rumor spreading in graphs, specifically multicommodity multicast problem under the wireless model: given source-destination pairs in the graph, one needs to find the fastest schedule to transfer information from each source to the corresponding destination. Under the wireless model, nodes can transmit to any subset of their neighbors in synchronous time steps, as long as they either transmit or receive from at most one transmitter during the same time step. We improve approximation ratio for this problem from O~(n^(2/3)) to O~(n^((1/2) + epsilon)) on n-node graphs. We also design an algorithm that satisfies p given demand pairs in O(OPT + p) steps, where OPT is the length of an optimal schedule, by reducing it to the well-studied packet routing problem. In the case where underlying graph is an n-node tree, we improve the previously best-known approximation ratio of O((log n)/(log log n)) to 3. One consequence of our proof is a simple constructive rule for optimal broadcasting in a tree under a widely studied telephone model

    Maximum Production Of Transmission Messages Rate For Service Discovery Protocols

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    Minimizing the number of dropped User Datagram Protocol (UDP) messages in a network is regarded as a challenge by researchers. This issue represents serious problems for many protocols particularly those that depend on sending messages as part of their strategy, such us service discovery protocols. This paper proposes and evaluates an algorithm to predict the minimum period of time required between two or more consecutive messages and suggests the minimum queue sizes for the routers, to manage the traffic and minimise the number of dropped messages that has been caused by either congestion or queue overflow or both together. The algorithm has been applied to the Universal Plug and Play (UPnP) protocol using ns2 simulator. It was tested when the routers were connected in two configurations; as a centralized and de centralized. The message length and bandwidth of the links among the routers were taken in the consideration. The result shows Better improvement in number of dropped messages `among the routers

    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

    Enforcing efficient equilibria in network design games via subsidies

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    The efficient design of networks has been an important engineering task that involves challenging combinatorial optimization problems. Typically, a network designer has to select among several alternatives which links to establish so that the resulting network satisfies a given set of connectivity requirements and the cost of establishing the network links is as low as possible. The Minimum Spanning Tree problem, which is well-understood, is a nice example. In this paper, we consider the natural scenario in which the connectivity requirements are posed by selfish users who have agreed to share the cost of the network to be established according to a well-defined rule. The design proposed by the network designer should now be consistent not only with the connectivity requirements but also with the selfishness of the users. Essentially, the users are players in a so-called network design game and the network designer has to propose a design that is an equilibrium for this game. As it is usually the case when selfishness comes into play, such equilibria may be suboptimal. In this paper, we consider the following question: can the network designer enforce particular designs as equilibria or guarantee that efficient designs are consistent with users' selfishness by appropriately subsidizing some of the network links? In an attempt to understand this question, we formulate corresponding optimization problems and present positive and negative results.Comment: 30 pages, 7 figure

    Necessary and sufficient conditions for optimal flow control in multirate multicast networks

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    The authors consider the optimal flow control problem in multirate multicast networks where all receivers of the same multicast group can receive service at different rates with different QoS. The objective is to achieve the fairness transmission rates that maximise the total receiver utility under the capacity constraint of links. They first propose necessary and sufficient conditions for the optimal solution to the problem, and then derive a new optimal flow control strategy using the Lagrangian multiplier method. Like the unicast case, the basic algorithm consists of a link algorithm to update the link price, and a receiver algorithm to adapt the transmission rate according to the link prices along its path. In particular if some groups contain only one receiver and become unicast, the algorithm will degrade to their previously proposed unicast algorithm

    Approximate Pure Nash Equilibria in Weighted Congestion Games: Existence, Efficient Computation, and Structure

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    We consider structural and algorithmic questions related to the Nash dynamics of weighted congestion games. In weighted congestion games with linear latency functions, the existence of (pure Nash) equilibria is guaranteed by potential function arguments. Unfortunately, this proof of existence is inefficient and computing equilibria is such games is a {\sf PLS}-hard problem. The situation gets worse when superlinear latency functions come into play; in this case, the Nash dynamics of the game may contain cycles and equilibria may not even exist. Given these obstacles, we consider approximate equilibria as alternative solution concepts. Do such equilibria exist? And if so, can we compute them efficiently? We provide positive answers to both questions for weighted congestion games with polynomial latency functions by exploiting an "approximation" of such games by a new class of potential games that we call Ψ\Psi-games. This allows us to show that these games have d!d!-approximate equilibria, where dd is the maximum degree of the latency functions. Our main technical contribution is an efficient algorithm for computing O(1)-approximate equilibria when dd is a constant. For games with linear latency functions, the approximation guarantee is 3+52+O(γ)\frac{3+\sqrt{5}}{2}+O(\gamma) for arbitrarily small γ>0\gamma>0; for latency functions with maximum degree d≥2d\geq 2, it is d2d+o(d)d^{2d+o(d)}. The running time is polynomial in the number of bits in the representation of the game and 1/γ1/\gamma. As a byproduct of our techniques, we also show the following structural statement for weighted congestion games with polynomial latency functions of maximum degree d≥2d\geq 2: polynomially-long sequences of best-response moves from any initial state to a dO(d2)d^{O(d^2)}-approximate equilibrium exist and can be efficiently identified in such games as long as dd is constant.Comment: 31 page

    Decentralized Coded Caching Attains Order-Optimal Memory-Rate Tradeoff

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    Replicating or caching popular content in memories distributed across the network is a technique to reduce peak network loads. Conventionally, the main performance gain of this caching was thought to result from making part of the requested data available closer to end users. Instead, we recently showed that a much more significant gain can be achieved by using caches to create coded-multicasting opportunities, even for users with different demands, through coding across data streams. These coded-multicasting opportunities are enabled by careful content overlap at the various caches in the network, created by a central coordinating server. In many scenarios, such a central coordinating server may not be available, raising the question if this multicasting gain can still be achieved in a more decentralized setting. In this paper, we propose an efficient caching scheme, in which the content placement is performed in a decentralized manner. In other words, no coordination is required for the content placement. Despite this lack of coordination, the proposed scheme is nevertheless able to create coded-multicasting opportunities and achieves a rate close to the optimal centralized scheme.Comment: To appear in IEEE/ACM Transactions on Networkin
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