132 research outputs found

    Low Cost Quality of Service Multicast Routing in High Speed Networks

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    Many of the services envisaged for high speed networks, such as B-ISDN/ATM, will support real-time applications with large numbers of users. Examples of these types of application range from those used by closed groups, such as private video meetings or conferences, where all participants must be known to the sender, to applications used by open groups, such as video lectures, where partcipants need not be known by the sender. These types of application will require high volumes of network resources in addition to the real-time delay constraints on data delivery. For these reasons, several multicast routing heuristics have been proposed to support both interactive and distribution multimedia services, in high speed networks. The objective of such heuristics is to minimise the multicast tree cost while maintaining a real-time bound on delay. Previous evaluation work has compared the relative average performance of some of these heuristics and concludes that they are generally efficient, although some perform better for small multicast groups and others perform better for larger groups. Firstly, we present a detailed analysis and evaluation of some of these heuristics which illustrates that in some situations their average performance is reversed; a heuristic that in general produces efficient solutions for small multicasts may sometimes produce a more efficient solution for a particular large multicast, in a specific network. Also, in a limited number of cases using Dijkstra's algorithm produces the best result. We conclude that the efficiency of a heuristic solution depends on the topology of both the network and the multicast, and that it is difficult to predict. Because of this unpredictability we propose the integration of two heuristics with Dijkstra's shortest path tree algorithm to produce a hybrid that consistently generates efficient multicast solutions for all possible multicast groups in any network. These heuristics are based on Dijkstra's algorithm which maintains acceptable time complexity for the hybrid, and they rarely produce inefficient solutions for the same network/multicast. The resulting performance attained is generally good and in the rare worst cases is that of the shortest path tree. The performance of our hybrid is supported by our evaluation results. Secondly, we examine the stability of multicast trees where multicast group membership is dynamic. We conclude that, in general, the more efficient the solution of a heuristic is, the less stable the multicast tree will be as multicast group membership changes. For this reason, while the hybrid solution we propose might be suitable for use with closed user group multicasts, which are likely to be stable, we need a different approach for open user group multicasting, where group membership may be highly volatile. We propose an extension to an existing heuristic that ensures multicast tree stability where multicast group membership is dynamic. Although this extension decreases the efficiency of the heuristics solutions, its performance is significantly better than that of the worst case, a shortest path tree. Finally, we consider how we might apply the hybrid and the extended heuristic in current and future multicast routing protocols for the Internet and for ATM Networks.

    A Hybrid Approach to Quality of Service Multicast Routing

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    Several multicast routing heuristics have been proposed to support multimedia services, both interactive and distribution, in high speed networks such as B-ISDN/ATM. Since such services may have large numbers of members and have real-time constraints, the objective of the heuristics is to minimise the multicast tree cost while maintaining a bound on delay. Previous evaluation work has compared the relative average performance of some of these heuristics and concludes that they are generally efficient, although some perform better for small multicast groups and others perform better for larger groups. We present a detailed analysis and evaluation of some of these heuristics which illustrate that in some situations their average performance is reversed; a heuristic that in general produces efficient solutions for small multicasts may sometimes produce a more efficient solution for a particular large multicast/network combination. Also, in a limited number of cases using Dijkstra's algorithm produces the best result. We conclude that the specific efficiency of a heuristics solution depends on the topology of both the network and the multicast, and that it is difficult to predict. Because of this unpredictability we propose the integration of two heuristics with Dijkstra's shortest path tree algorithm to produce a hybrid that consistently generates efficient multicast solutions for all possible multicast groups in any network. These heuristics are based on Dijkstra's algorithm which maintains acceptable time complexity for the hybrid, and they rarely produce inefficient solutions for the same network/multicast. The resulting performance attained is generally good and in the rare worst cases is that of the shortest path tree. The performance of our proposal is supported by our evaluation results. We conclude by discussing the types of networks for which this method is most appropriate and identifying further work

    A Hybrid Approach to Quality of Service Multicast Routing in High Speed Networks

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    Multimedia services envisaged for high speed networks may have large numbers of users, require high volumes of network resources and have real-time delay constraints. For these reasons, several multicast routing heuristics that use two link metrics have been proposed with the objective of minimising multicast tree cost while maintaining a bound on delay. Previous evaluation work has compared the relative average performance of some of these heuristics and concludes that they are generally efficient. This thesis presents a detailed analysis and evaluation of these heuristics which illustrate that in some situations their average performance is prone to wide variance for a particular multicast in a specific network. It concludes that the efficiency of an heuristic solution depends on the topology of both the network and the multicast, which is difficult to predict. The integration of two heuristics with Dijkstras shortest path tree algorithm is proposed, to produce a hybrid that consistently generates efficient multicast solutions for all possible multicast groups in any network. The evaluation results show good performance over a wide range of networks (flat and hierarchical) and multicast groups, within differing delay bounds. The more efficient the multicast tree is, the less stable it will be as multicast group membership changes. An efficient heuristic is extended to ensure multicast tree stability where multicast group membership is dynamic. This extension decreases the efficiency of the heuristics solutions, although they remain significantly cheaper than the worst case, a shortest delay path tree. This thesis also discusses how the hybrid and the extended heuristic might be applied to multicast routing protocols for the Internet and ATM Networks. Additionally, the behaviour of the heuristics is examined in networks that use a single link metric to calculate multicast trees and concludes one of the heuristics may be of benefit in such networks

    Applicability of group communication for increased scalability in MMOGs

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    Massive multiplayer online games (MMOGs) are today the driving factor for the development of distributed interactive applications, and they are increasing in size and complex-ity. Even a small MMOG supports thousands of players, the biggest support hundreds of thousands of concurrent players. Since they are typically built as strict client-server systems, they suffer from the inherent scalability problem of the architecture. Computing power and bandwidth limita-tions close to the server limit the possible number of players. Also, the latency of communication between players through the server will be higher than using direct communication. In the paper, we address these issues and investigate im-provement options. A typical MMOG consists of a virtual world with a con-cept of time and space that is similar to the real world. In it, players are represented by avatars. Only subsets of these avatars interact with each other at any given time. This allows us to divide them into groups, and communication among group members becomes a multi-party communica-tion problem. Thus, to reduce resource consumption, we compare the performance of several algorithms for group communication with the current central server approach. We use overlay multicast as the means of providing group communication, and research algorithms for creating short-est path trees, spanning trees, delay-bounded spanning trees and, more specific, applying Steiner tree heuristics. Our experimental results indicate that different approaches are useful to reduce resource consumption while achieving a good perceived quality under varying conditions, such as frequent changes in group membership and the demand for low latency. 1

    Connectivity, Coverage and Placement in Wireless Sensor Networks

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    Wireless communication between sensors allows the formation of flexible sensor networks, which can be deployed rapidly over wide or inaccessible areas. However, the need to gather data from all sensors in the network imposes constraints on the distances between sensors. This survey describes the state of the art in techniques for determining the minimum density and optimal locations of relay nodes and ordinary sensors to ensure connectivity, subject to various degrees of uncertainty in the locations of the nodes

    QoS-VNS-CS: QoS constraints Core Selection Algorithm based on Variable Neighborhood Search Algorithm

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    Within the development of network multimedia technology, more and more real-time multimedia applications arrive with the need to transmit information using multicast communication. Multicast IP routing is an important topic, covering both theoretical and practical interest in different networks layers. In network layer, there are several multicast routing protocols using multicast routing trees different in the literature. However PIM-SM and CBT protocols remains the most used multicast routing protocols; they propose using a shared Core-based Tree CBT. This kind of tree provides efficient management of multicast path in changing group memberships, scalability and performance. The prime problem concerning construction of a shared tree is to determine the best position of the core. QoS-CS’s problem (QoS constraints core Selection) consists in choosing an optimal multicast router in the network as core of the Shared multicast Tree (CBT) within specified QoS constraints associated. The choice of this specific router, called RP in PIM-SM protocol and core in CBT protocol, affects the structure of multicast routing tree, and therefore influences performances of both multicast session and routing scheme. QoS-CS is an NP complete problem need to be solved through a heuristic algorithm, in this paper, we propose a new core Selection algorithm based on Variable Neighborhood Search algorithm and new CMP fitness function. Simulation results show that good performance is achieved in multicast cost, end-to-end delay, tree construction delay and others metrics

    GMPLS-OBS interoperability and routing acalability in internet

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    The popularization of Internet has turned the telecom world upside down over the last two decades. Network operators, vendors and service providers are being challenged to adapt themselves to Internet requirements in a way to properly serve the huge number of demanding users (residential and business). The Internet (data-oriented network) is supported by an IP packet-switched architecture on top of a circuit-switched, optical-based architecture (voice-oriented network), which results in a complex and rather costly infrastructure to the transport of IP traffic (the dominant traffic nowadays). In such a way, a simple and IP-adapted network architecture is desired. From the transport network perspective, both Generalized Multi-Protocol Label Switching (GMPLS) and Optical Burst Switching (OBS) technologies are part of the set of solutions to progress towards an IP-over-WDM architecture, providing intelligence in the control and management of resources (i.e. GMPLS) as well as a good network resource access and usage (i.e. OBS). The GMPLS framework is the key enabler to orchestrate a unified optical network control and thus reduce network operational expenses (OPEX), while increasing operator's revenues. Simultaneously, the OBS technology is one of the well positioned switching technologies to realize the envisioned IP-over-WDM network architecture, leveraging on the statistical multiplexing of data plane resources to enable sub-wavelength in optical networks. Despite of the GMPLS principle of unified control, little effort has been put on extending it to incorporate the OBS technology and many open questions still remain. From the IP network perspective, the Internet is facing scalability issues as enormous quantities of service instances and devices must be managed. Nowadays, it is believed that the current Internet features and mechanisms cannot cope with the size and dynamics of the Future Internet. Compact Routing is one of the main breakthrough paradigms on the design of a routing system scalable with the Future Internet requirements. It intends to address the fundamental limits of current stretch-1 shortest-path routing in terms of RT scalability (aiming at sub-linear growth). Although "static" compact routing works fine, scaling logarithmically on the number of nodes even in scale-free graphs such as Internet, it does not handle dynamic graphs. Moreover, as multimedia content/services proliferate, the multicast is again under the spotlight as bandwidth efficiency and low RT sizes are desired. However, it makes the problem even worse as more routing entries should be maintained. In a nutshell, the main objective of this thesis in to contribute with fully detailed solutions dealing both with i) GMPLS-OBS control interoperability (Part I), fostering unified control over multiple switching domains and reduce redundancy in IP transport. The proposed solution overcomes every interoperability technology-specific issue as well as it offers (absolute) QoS guarantees overcoming OBS performance issues by making use of the GMPLS traffic-engineering (TE) features. Keys extensions to the GMPLS protocol standards are equally approached; and ii) new compact routing scheme for multicast scenarios, in order to overcome the Future Internet inter-domain routing system scalability problem (Part II). In such a way, the first known name-independent (i.e. topology unaware) compact multicast routing algorithm is proposed. On the other hand, the AnyTraffic Labeled concept is also introduced saving on forwarding entries by sharing a single forwarding entry to unicast and multicast traffic type. Exhaustive simulation campaigns are run in both cases in order to assess the reliability and feasible of the proposals

    Multicast Routing In Optical Access Networks

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    Widely available broadband services in the Internet require high capacity access networks. Only optical networking is able to efficiently provide the huge bandwidth required by multimedia applications. Distributed applications such as Video-Conferencing, HDTV, VOD and Distance Learning are increasingly common and produce a large amount of data traffic, typically between several terminals. Multicast is a bandwidth-efficient technique for one-to-many or many-to-many communications, and will be indispensable for serving multimedia applications in future optical access networks. These applications require robust and reliable connections as well as the satisfaction of QoS criteria. In this chapter, several access network architectures and related multicast routing methods are analyzed. Overall network performance and dependability are the focus of our analysis

    Design of Overlay Networks for Internet Multicast - Doctoral Dissertation, August 2002

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    Multicast is an efficient transmission scheme for supporting group communication in networks. Contrasted with unicast, where multiple point-to-point connections must be used to support communications among a group of users, multicast is more efficient because each data packet is replicated in the network – at the branching points leading to distinguished destinations, thus reducing the transmission load on the data sources and traffic load on the network links. To implement multicast, networks need to incorporate new routing and forwarding mechanisms in addition to the existing are not adequately supported in the current networks. The IP multicast are not adequately supported in the current networks. The IP multicast solution has serious scaling and deployment limitations, and cannot be easily extended to provide more enhanced data services. Furthermore, and perhaps most importantly, IP multicast has ignored the economic nature of the problem, lacking incentives for service providers to deploy the service in wide area networks. Overlay multicast holds promise for the realization of large scale Internet multicast services. An overlay network is a virtual topology constructed on top of the Internet infrastructure. The concept of overlay networks enables multicast to be deployed as a service network rather than a network primitive mechanism, allowing deployment over heterogeneous networks without the need of universal network support. This dissertation addresses the network design aspects of overlay networks to provide scalable multicast services in the Internet. The resources and the network cost in the context of overlay networks are different from that in conventional networks, presenting new challenges and new problems to solve. Our design goal are the maximization of network utility and improved service quality. As the overall network design problem is extremely complex, we divide the problem into three components: the efficient management of session traffic (multicast routing), the provisioning of overlay network resources (bandwidth dimensioning) and overlay topology optimization (service placement). The combined solution provides a comprehensive procedure for planning and managing an overlay multicast network. We also consider a complementary form of overlay multicast called application-level multicast (ALMI). ALMI allows end systems to directly create an overlay multicast session among themselves. This gives applications the flexibility to communicate without relying on service provides. The tradeoff is that users do not have direct control on the topology and data paths taken by the session flows and will typically get lower quality of service due to the best effort nature of the Internet environment. ALMI is therefore suitable for sessions of small size or sessions where all members are well connected to the network. Furthermore, the ALMI framework allows us to experiment with application specific components such as data reliability, in order to identify a useful set of communication semantic for enhanced data services

    HISTORICAL GRAPH DATA MANAGEMENT

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    Over the last decade, we have witnessed an increasing interest in temporal analysis of information networks such as social networks or citation networks. Finding temporal interaction patterns, visualizing the evolution of graph properties, or even simply comparing them across time, has proven to add significant value in reasoning over networks. However, because of the lack of underlying data management support, much of the work on large-scale graph analytics to date has largely focused on the study of static properties of graph snapshots. Unfortunately, a static view of interactions between entities is often an oversimplification of several complex phenomena like the spread of epidemics, information diffusion, formation of online communities, and so on. In the absence of appropriate support, an analyst today has to manually navigate the added temporal complexity of large evolving graphs, making the process cumbersome and ineffective. In this dissertation, I address the key challenges in storing, retrieving, and analyzing large historical graphs. In the first part, I present DeltaGraph, a novel, extensible, highly tunable, and distributed hierarchical index structure that enables compact recording of the historical information, and that supports efficient retrieval of historical graph snapshots. I present analytical models for estimating required storage space and snapshot retrieval times which aid in choosing the right parameters for a specific scenario. I also present optimizations such as partial materialization and columnar storage to speed up snapshot retrieval. In the second part, I present Temporal Graph Index that builds upon DeltaGraph to support version-centric retrieval such as a node’s 1-hop neighborhood history, along with snapshot reconstruction. It provides high scalability, employing careful partitioning, distribution, and replication strategies that effectively deal with temporal and topological skew, typical of temporal graph datasets. In the last part of the dissertation, I present Temporal Graph Analysis Framework that enables analysts to effectively express a variety of complex historical graph analysis tasks using a set of novel temporal graph operators and to execute them in an efficient and scalable manner on a cloud. My proposed solutions are engineered in the form of a framework called the Historical Graph Store, designed to facilitate a wide variety of large-scale historical graph analysis
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