7,364 research outputs found
Handling Network Partitions and Mergers in Structured Overlay Networks
Structured overlay networks form a major class of peer-to-peer systems, which are touted for their abilities to
scale, tolerate failures, and self-manage. Any long-lived
Internet-scale distributed system is destined to face network partitions. Although the problem of network partitions
and mergers is highly related to fault-tolerance and
self-management in large-scale systems, it has hardly been
studied in the context of structured peer-to-peer systems.
These systems have mainly been studied under churn (frequent
joins/failures), which as a side effect solves the problem
of network partitions, as it is similar to massive node
failures. Yet, the crucial aspect of network mergers has been
ignored. In fact, it has been claimed that ring-based structured
overlay networks, which constitute the majority of the
structured overlays, are intrinsically ill-suited for merging
rings. In this paper, we present an algorithm for merging
multiple similar ring-based overlays when the underlying
network merges. We examine the solution in dynamic conditions,
showing how our solution is resilient to churn during
the merger, something widely believed to be difficult or
impossible. We evaluate the algorithm for various scenarios
and show that even when falsely detecting a merger, the
algorithm quickly terminates and does not clutter the network
with many messages. The algorithm is flexible as the
tradeoff between message complexity and time complexity
can be adjusted by a parameter
An analytical framework for the performance evaluation of proximity-aware structured overlays
In this paper, we present an analytical study of proximity-aware structured peer-to-peer networks under churn. We use a master-equation-based approach, which is used traditionally in non-equilibrium statistical mechanics to describe steady-state or transient phenomena. In earlier work we have demonstrated that this methodology is in fact also well suited to describing structured overlay networks under churn, by showing how we can accurately predict the average number of hops taken by a lookup, for any value of churn, for the Chord system. In this paper, we extend the analysis so as to also be able to predict lookup latency, given an average latency for the links in the network. Our results show that there exists a region in the parameter space of the model, depending on churn, the number of nodes, the maintenance rates and the delays in the network, when the network cannot function as a small world graph anymore, due to the farthest connections of a node always being wrong or dead. We also demonstrate how it is possible to analyse proximity neighbour selection or proximity route selection within this formalism
The essence of P2P: A reference architecture for overlay networks
The success of the P2P idea has created a huge diversity
of approaches, among which overlay networks, for example,
Gnutella, Kazaa, Chord, Pastry, Tapestry, P-Grid, or DKS,
have received specific attention from both developers and
researchers. A wide variety of algorithms, data structures,
and architectures have been proposed. The terminologies
and abstractions used, however, have become quite inconsistent since the P2P paradigm has attracted people from many different communities, e.g., networking, databases, distributed systems, graph theory, complexity theory, biology, etc. In this paper we propose a reference model for overlay networks which is capable of modeling different approaches in this domain in a generic manner. It is intended to allow researchers and users to assess the properties of concrete systems, to establish a common vocabulary for scientific discussion, to facilitate the qualitative comparison of the systems, and to serve as the basis for defining a standardized API to make overlay networks interoperable
A Reusable Component for Communication and Data Synchronization in Mobile Distributed Interactive Applications
In Distributed Interactive Applications (DIA) such as multiplayer games,
where many participants are involved in a same game session and communicate
through a network, they may have an inconsistent view of the virtual world
because of the communication delays across the network. This issue becomes even
more challenging when communicating through a cellular network while executing
the DIA client on a mobile terminal. Consistency maintenance algorithms may be
used to obtain a uniform view of the virtual world. These algorithms are very
complex and hard to program and therefore, the implementation and the future
evolution of the application logic code become difficult. To solve this
problem, we propose an approach where the consistency concerns are handled
separately by a distributed component called a Synchronization Medium, which is
responsible for the communication management as well as the consistency
maintenance. We present the detailed architecture of the Synchronization Medium
and the generic interfaces it offers to DIAs. We evaluate our approach both
qualitatively and quantitatively. We first demonstrate that the Synchronization
Medium is a reusable component through the development of two game
applications, a car racing game and a space war game. A performance evaluation
then shows that the overhead introduced by the Synchronization Medium remains
acceptable.Comment: In Proceedings WCSI 2010, arXiv:1010.233
Statistical structures for internet-scale data management
Efficient query processing in traditional database management systems relies on statistics on base data. For centralized systems, there is a rich body of research results on such statistics, from simple aggregates to more elaborate synopses such as sketches and histograms. For Internet-scale distributed systems, on the other hand, statistics management still poses major challenges. With the work in this paper we aim to endow peer-to-peer data management over structured overlays with the power associated with such statistical information, with emphasis on meeting the scalability challenge. To this end, we first contribute efficient, accurate, and decentralized algorithms that can compute key aggregates such as Count, CountDistinct, Sum, and Average. We show how to construct several types of histograms, such as simple Equi-Width, Average-Shifted Equi-Width, and Equi-Depth histograms. We present a full-fledged open-source implementation of these tools for distributed statistical synopses, and report on a comprehensive experimental performance evaluation, evaluating our contributions in terms of efficiency, accuracy, and scalability
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