7,806 research outputs found
Broadcasting in Prefix Space: P2P Data Dissemination with Predictable Performance
A broadcast mode may augment peer-to-peer overlay networks with an efficient,
scalable data replication function, but may also give rise to a virtual link
layer in VPN-type solutions. We introduce a simple broadcasting mechanism that
operates in the prefix space of distributed hash tables without signaling. This
paper concentrates on the performance analysis of the prefix flooding scheme.
Starting from simple models of recursive -ary trees, we analytically derive
distributions of hop counts and the replication load. Extensive simulation
results are presented further on, based on an implementation within the OverSim
framework. Comparisons are drawn to Scribe, taken as a general reference model
for group communication according to the shared, rendezvous-point-centered
distribution paradigm. The prefix flooding scheme thereby confirmed its widely
predictable performance and consistently outperformed Scribe in all metrics.
Reverse path selection in overlays is identified as a major cause of
performance degradation.Comment: final version for ICIW'0
Rendezvous on a Line by Location-Aware Robots Despite the Presence of Byzantine Faults
A set of mobile robots is placed at points of an infinite line. The robots
are equipped with GPS devices and they may communicate their positions on the
line to a central authority. The collection contains an unknown subset of
"spies", i.e., byzantine robots, which are indistinguishable from the
non-faulty ones. The set of the non-faulty robots need to rendezvous in the
shortest possible time in order to perform some task, while the byzantine
robots may try to delay their rendezvous for as long as possible. The problem
facing a central authority is to determine trajectories for all robots so as to
minimize the time until the non-faulty robots have rendezvoused. The
trajectories must be determined without knowledge of which robots are faulty.
Our goal is to minimize the competitive ratio between the time required to
achieve the first rendezvous of the non-faulty robots and the time required for
such a rendezvous to occur under the assumption that the faulty robots are
known at the start. We provide a bounded competitive ratio algorithm, where the
central authority is informed only of the set of initial robot positions,
without knowing which ones or how many of them are faulty. When an upper bound
on the number of byzantine robots is known to the central authority, we provide
algorithms with better competitive ratios. In some instances we are able to
show these algorithms are optimal
Architecture for Mobile Heterogeneous Multi Domain Networks
Multi domain networks can be used in several scenarios including military, enterprize networks, emergency networks and many other cases. In such networks, each domain might be under its own administration. Therefore, the cooperation among domains is conditioned by individual domain policies regarding sharing information, such as network topology, connectivity, mobility, security, various service availability and so on. We propose a new architecture for Heterogeneous Multi Domain (HMD) networks, in which one the operations are subject to specific domain policies. We propose a hierarchical architecture, with an infrastructure of gateways at highest-control level that enables policy based interconnection, mobility and other services among domains. Gateways are responsible for translation among different communication protocols, including routing, signalling, and security. Besides the architecture, we discuss in more details the mobility and adaptive capacity of services in HMD. We discuss the HMD scalability and other advantages compared to existing architectural and mobility solutions. Furthermore, we analyze the dynamic availability at the control level of the hierarchy
Distributed match-making
In many distributed computing environments, processes are concurrently executed by nodes in a store- and-forward communication network. Distributed control issues as diverse as name server, mutual exclusion, and replicated data management involve making matches between such processes. We propose a formal problem called distributed match-making as the generic paradigm. Algorithms for distributed match-making are developed and the complexity is investigated in terms of messages and in terms of storage needed. Lower bounds on the complexity of distributed match-making are established. Optimal algorithms, or nearly optimal algorithms, are given for particular network topologies
CSP channels for CAN-bus connected embedded control systems
Closed loop control system typically contains multitude of sensors and actuators operated simultaneously. So they are parallel and distributed in its essence. But when mapping this parallelism to software, lot of obstacles concerning multithreading communication and synchronization issues arise. To overcome this problem, the CT kernel/library based on CSP algebra has been developed. This project (TES.5410) is about developing communication extension to the CT library to make it applicable in distributed systems. Since the library is tailored for control systems, properties and requirements of control systems are taken into special consideration. Applicability of existing middleware solutions is examined. A comparison of applicable fieldbus protocols is done in order to determine most suitable ones and CAN fieldbus is chosen to be first fieldbus used. Brief overview of CSP and existing CSP based libraries is given. Middleware architecture is proposed along with few novel ideas
Symbolic Implementation of Connectors in BIP
BIP is a component framework for constructing systems by superposing three
layers of modeling: Behavior, Interaction, and Priority. Behavior is
represented by labeled transition systems communicating through ports.
Interactions are sets of ports. A synchronization between components is
possible through the interactions specified by a set of connectors. When
several interactions are possible, priorities allow to restrict the
non-determinism by choosing an interaction, which is maximal according to some
given strict partial order.
The BIP component framework has been implemented in a language and a
tool-set. The execution of a BIP program is driven by a dedicated engine, which
has access to the set of connectors and priority model of the program. A key
performance issue is the computation of the set of possible interactions of the
BIP program from a given state.
Currently, the choice of the interaction to be executed involves a costly
exploration of enumerative representations for connectors. This leads to a
considerable overhead in execution times. In this paper, we propose a symbolic
implementation of the execution model of BIP, which drastically reduces this
overhead. The symbolic implementation is based on computing boolean
representation for components, connectors, and priorities with an existing BDD
package
Communication Primitives in Cognitive Radio Networks
Cognitive radio networks are a new type of multi-channel wireless network in
which different nodes can have access to different sets of channels. By
providing multiple channels, they improve the efficiency and reliability of
wireless communication. However, the heterogeneous nature of cognitive radio
networks also brings new challenges to the design and analysis of distributed
algorithms.
In this paper, we focus on two fundamental problems in cognitive radio
networks: neighbor discovery, and global broadcast. We consider a network
containing nodes, each of which has access to channels. We assume the
network has diameter , and each pair of neighbors have at least ,
and at most , shared channels. We also assume each node has at
most neighbors. For the neighbor discovery problem, we design a
randomized algorithm CSeek which has time complexity
. CSeek is flexible and robust,
which allows us to use it as a generic "filter" to find "well-connected"
neighbors with an even shorter running time. We then move on to the global
broadcast problem, and propose CGCast, a randomized algorithm which takes
time. CGCast uses
CSeek to achieve communication among neighbors, and uses edge coloring to
establish an efficient schedule for fast message dissemination.
Towards the end of the paper, we give lower bounds for solving the two
problems. These lower bounds demonstrate that in many situations, CSeek and
CGCast are near optimal
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