290 research outputs found

    Auction-based Bandwidth Allocation Mechanisms for Wireless Future Internet

    Get PDF
    An important aspect of the Future Internet is the efficient utilization of (wireless) network resources. In order for the - demanding in terms of QoS - Future Internet services to be provided, the current trend is evolving towards an "integrated" wireless network access model that enables users to enjoy mobility, seamless access and high quality of service in an all-IP network on an "Anytime, Anywhere" basis. The term "integrated" is used to denote that the Future Internet wireless "last mile" is expected to comprise multiple heterogeneous geographically coexisting wireless networks, each having different capacity and coverage radius. The efficient management of the wireless access network resources is crucial due to their scarcity that renders wireless access a potential bottleneck for the provision of high quality services. In this paper we propose an auction mechanism for allocating the bandwidth of such a network so that efficiency is attained, i.e. social welfare is maximized. In particular, we propose an incentive-compatible, efficient auction-based mechanism of low computational complexity. We define a repeated game to address user utilities and incentives issues. Subsequently, we extend this mechanism so that it can also accommodate multicast sessions. We also analyze the computational complexity and message overhead of the proposed mechanism. We then show how user bids can be replaced from weights generated by the network and transform the auction to a cooperative mechanism capable of prioritizing certain classes of services and emulating DiffServ and time-of-day pricing schemes. The theoretical analysis is complemented by simulations that assess the proposed mechanisms properties and performance. We finally provide some concluding remarks and directions for future research

    An active protocol architecture for collaborative media distribution

    Get PDF
    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2002.Includes bibliographical references (p. 107-114).This thesis embarks on distributing the distribution for real-time media, by developing a decentralized programmable protocol architecture. The core of the architecture is an adaptive application-level protocol which allows collaborative multicasting of real-time streams. The protocol provides transparent semantics for loosely coupled multipoint interactions. It allows aggregation and interleaving of data fetched simultaneously from diverse machines and supports the location and coordination of named data among peer nodes without additional knowledge of network topology. The dynamic stream aggregation scheme employed by the protocol solves the problem of network asymmetry that plagues residential broadband networks. In addition, the stateless nature of the protocol allows for fast fail-over and adaptation to departure of source nodes from the network, mitigating the reliability problems of end-user machines. We present and evaluate the algorithms employed by our protocol architecture and propose an economic model that can be used in real-world applications of peer-to-peer media distribution. With the combination of an adaptive collaborative protocol core and a reasonable economic model, we deliver an architecture that enables flexible and scalable real-time media distribution in a completely decentralized, serverless fashion.by Dimitrios Christos Vyzovitis.S.M

    Internet Resource Management and Pricing

    Get PDF
    Originally conceived and funded as a research project, the Internet has grown into a commercial, global and integrated service network. This has changed the nature of traffic on the Internet with the increasing use of things like video conferencing and time critical transactions. These forms of Internet usage place high demands on bandwidth. Added to this is the fact that the number of users is increasing at a dramatic rate and shows no signs of slowing. This is leading to a \u27tragedy of the commons\u27 where endemic congestion will reduce the value of the Internet to everyone. It also implies the introduction of some form of quality of service (QoS) to differentiate time critical traffic from less time critical traffic. Pricing usage has been shown to be effective in controlling congestion by promoting more effective resource allocation. To provide the necessary QoS, there is an argument that simply increasing the available bandwidth will achieve this, while at the same time maintaining the simple model of the current Internet. However, there is also an argument that a more complex model may be needed that provides various levels of QoS with an associated pricing scheme to manage usage of these levels of QoS. A major part of the debate on this subject surrounds the trade-off between efficiency, economics and complexity that exists in introducing QoS and pricing to the Internet. This document discusses some of these issues, presents some of the current proposals for pricing Internet usage and finally compares the presented pricing proposals

    Solving key design issues for massively multiplayer online games on peer-to-peer architectures

    Get PDF
    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

    A Networking Framework for Multi-Robot Coordination

    Get PDF
    Autonomous robots operating in real environments need to be able to interact with a dynamic world populated with objects, people, and, in general, other agents. The current generation of autonomous robots, such as the ASIMO robot by Honda or the QRIO by Sony, has showed impressive performances in mechanics and control of movements; moreover, recent literature reports encouraging results about the capability of such robots of representing themselves with respect to a dynamic external world, of planning future actions and of evaluating resulting situations in order to make new plans. However, when multiple robots are supposed to operate together, coordination and communication issues arise; while noteworthy results have been achieved with respect to the control of a single robot, novel issues arise when the actions of a robot influence another''s behavior. The increase in computational power available to systems nowadays makes it feasible, and even convenient, to organize them into a single distributed computing environment in order to exploit the synergy among different entities. This is especially true for robot teams, where cooperation is supposed to be the most natural scheme of operation, especially when robots are required to operate in highly constrained scenarios, such as inhospitable sites, remote sites, or indoor environments where strict constraints on intrusiveness must be respected. In this case, computations will be inherently network-centric, and to solve the need for communication inside robot collectives, an efficient network infrastructure must be put into place; once a proper communication channel is established, multiple robots may benefit from the interaction with each other in order to achieve a common goal. The framework presented in this paper adopts a composite networking architecture, in which a hybrid wireless network, composed by commonly available WiFi devices, and the more recently developed wireless sensor networks, operates as a whole in order both to provide a communication backbone for the robots and to extract useful information from the environment. The ad-hoc WiFi backbone allows robots to exchange coordination information among themselves, while also carrying data measurements collected from surrounding environment, and useful for localization or mere data gathering purposes. The proposed framework is called RoboNet, and extends a previously developed robotic tour guide application (Chella et al., 2007) in the context of a multi-robot application; our system allows a team of robots to enhance their perceptive capabilities through coordination obtained via a hybrid communication network; moreover, the same infrastructure allows robots to exchange information so as to coordinate their actions in order to achieve a global common goal. The working scenario considered in this paper consists of a museum setting, where guided tours are to be automatically managed. The museum is arranged both chronologically and topographically, but the sequence of findings to be visited can be rearranged depending on user queries, making a sort of dynamic virtual labyrinth with various itineraries. Therefore, the robots are able to guide visitors both in prearranged tours and in interactive tours, built in itinere depending on the interaction with the visitor: robots are able to rebuild the virtual connection between findings and, consequently, the path to be followed. This paper is organized as follows. Section 2 contains some background on multi-robot coordination, and Section 3 describes the underlying ideas and the motivation behind the proposed architecture, whose details are presented in Sections 4, 5, and 6. A realistic application scenario is described in Section 7, and finally our conclusions are drawn in Section 8

    Survey on the state-of-the-art in device-to-device communication: A resource allocation perspective

    Get PDF
    Device to Device (D2D) communication takes advantage of the proximity between the communicating devices in order to achieve efficient resource utilization, improved throughput and energy efficiency, simultaneous serviceability and reduced latency. One of the main characteristics of D2D communication is reuse of the frequency resource in order to improve spectral efficiency of the system. Nevertheless, frequency reuse introduces significantly high interference levels thus necessitating efficient resource allocation algorithms that can enable simultaneous communication sessions through effective channel and/or power allocation. This survey paper presents a comprehensive investigation of the state-of-the-art resource allocation algorithms in D2D communication underlaying cellular networks. The surveyed algorithms are evaluated based on heterogeneous parameters which constitute the elementary features of a resource allocation algorithm in D2D paradigm. Additionally, in order to familiarize the readers with the basic design of the surveyed resource allocation algorithms, brief description of the mode of operation of each algorithm is presented. The surveyed algorithms are divided into four categories based on their technical doctrine i.e., conventional optimization based, Non-Orthogonal-MultipleAccess (NOMA) based, game theory based and machine learning based techniques. Towards the end, several open challenges are remarked as the future research directions in resource allocation for D2D communication

    Mechanism Design for Set Cover Games When Elements Are Agents

    Full text link
    corecore