1,162 research outputs found

    Offloading Content with Self-organizing Mobile Fogs

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    Mobile users in an urban environment access content on the internet from different locations. It is challenging for the current service providers to cope with the increasing content demand from a large number of collocated mobile users. In-network caching to offload content at nodes closer to users alleviate the issue, though efficient cache management is required to find out who should cache what, when and where in an urban environment, given nodes limited computing, communication and caching resources. To address this, we first define a novel relation between content popularity and availability in the network and investigate a node's eligibility to cache content based on its urban reachability. We then allow nodes to self-organize into mobile fogs to increase the distributed cache and maximize content availability in a cost-effective manner. However, to cater rational nodes, we propose a coalition game for the nodes to offer a maximum "virtual cache" assuming a monetary reward is paid to them by the service/content provider. Nodes are allowed to merge into different spatio-temporal coalitions in order to increase the distributed cache size at the network edge. Results obtained through simulations using realistic urban mobility trace validate the performance of our caching system showing a ratio of 60-85% of cache hits compared to the 30-40% obtained by the existing schemes and 10% in case of no coalition

    A Content-based Centrality Metric for Collaborative Caching in Information-Centric Fogs

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    Information-Centric Fog Computing enables a multitude of nodes near the end-users to provide storage, communication, and computing, rather than in the cloud. In a fog network, nodes connect with each other directly to get content locally whenever possible. As the topology of the network directly influences the nodes' connectivity, there has been some work to compute the graph centrality of each node within that network topology. The centrality is then used to distinguish nodes in the fog network, or to prioritize some nodes over others to participate in the caching fog. We argue that, for an Information-Centric Fog Computing approach, graph centrality is not an appropriate metric. Indeed, a node with low connectivity that caches a lot of content may provide a very valuable role in the network. To capture this, we introduce acontent-based centrality (CBC) metric which takes into account how well a node is connected to the content the network is delivering, rather than to the other nodes in the network. To illustrate the validity of considering content-based centrality, we use this new metric for a collaborative caching algorithm. We compare the performance of the proposed collaborative caching with typical centrality based, non-centrality based, and non-collaborative caching mechanisms. Our simulation implements CBC on three instances of large scale realistic network topology comprising 2,896 nodes with three content replication levels. Results shows that CBC outperforms benchmark caching schemes and yields a roughly 3x improvement for the average cache hit rate

    An Incentive Mechanism for Cooperative Data Replication in MANETs - a Game Theoretical Approach

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    Wireless ad hoc networks have seen a great deal of attention in the past years, especially in cases where no infrastructure is available. The main goal in these networks is to provide good data accessibility for participants. Because of the wireless nodes' continuous movement, network partitioning occurs very often. In order to subside the negative effects of this partitioning and improve data accessibility and reliability, data is replicated in nodes other than the original owner of data. This duplication costs in terms of nodes' storage space and energy. Hence, autonomous nodes may behave selfishly in this cooperative process and do not replicate data. This kind of phenomenon is referred to as a strategic situation and is best modeled and analyzed using the game theory concept. In order to address this problem we propose a game theory data replication scheme by using the repeated game concept and prove that it is in the nodes' best interest to cooperate fully in the replication process if our mechanism is used

    Distributed Selfish Coaching

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    Although cooperation generally increases the amount of resources available to a community of nodes, thus improving individual and collective performance, it also allows for the appearance of potential mistreatment problems through the exposition of one node's resources to others. We study such concerns by considering a group of independent, rational, self-aware nodes that cooperate using on-line caching algorithms, where the exposed resource is the storage at each node. Motivated by content networking applications -- including web caching, CDNs, and P2P -- this paper extends our previous work on the on-line version of the problem, which was conducted under a game-theoretic framework, and limited to object replication. We identify and investigate two causes of mistreatment: (1) cache state interactions (due to the cooperative servicing of requests) and (2) the adoption of a common scheme for cache management policies. Using analytic models, numerical solutions of these models, as well as simulation experiments, we show that on-line cooperation schemes using caching are fairly robust to mistreatment caused by state interactions. To appear in a substantial manner, the interaction through the exchange of miss-streams has to be very intense, making it feasible for the mistreated nodes to detect and react to exploitation. This robustness ceases to exist when nodes fetch and store objects in response to remote requests, i.e., when they operate as Level-2 caches (or proxies) for other nodes. Regarding mistreatment due to a common scheme, we show that this can easily take place when the "outlier" characteristics of some of the nodes get overlooked. This finding underscores the importance of allowing cooperative caching nodes the flexibility of choosing from a diverse set of schemes to fit the peculiarities of individual nodes. To that end, we outline an emulation-based framework for the development of mistreatment-resilient distributed selfish caching schemes. Our framework utilizes a simple control-theoretic approach to dynamically parameterize the cache management scheme. We show performance evaluation results that quantify the benefits from instantiating such a framework, which could be substantial under skewed demand profiles.National Science Foundation (CNS Cybertrust 0524477, CNS NeTS 0520166, CNS ITR 0205294, EIA RI 0202067); EU IST (CASCADAS and E-NEXT); Marie Curie Outgoing International Fellowship of the EU (MOIF-CT-2005-007230

    An Incentive Mechanism for Cooperative Data Replication in MANETs - A Game Theoretical Approach

    Get PDF
    Wireless ad hoc networks have seen a great deal of attention in the past years, especially in cases where no infrastructure is available. The main goal in these networks is to provide good data accessibility for participants. Because of the wireless nodes’ continuous movement, network partitioning occurs very often. In order to subside the negative effects of this partitioning and improve data accessibility and reliability, data is replicated in nodes other than the original owner of data. This duplication costs in terms of nodes’ storage space and energy. Hence, autonomous nodes may behave selfishly in this cooperative process and do not replicate data. This kind of phenomenon is referred to as a strategic situation and is best modeled and analyzed using the game theory concept. In order to address this problem we propose a game theory data replication scheme by using the repeated game concept and prove that it is in the nodes’ best interest to cooperate fully in the replication process if our mechanism is used

    A game theoretic approach to energy efficient cooperative cache maintenance in MANETs

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    There have been an increasingly large number of mobile handsets equipped with dual or multiple network interfaces. The server interface (e.g., GPRS, EDGE, UMTS) is responsible for communicating with the network operator, while the peer interfaces (e.g., Bluetooth, IEEE 802.11) are used to connect with other computing devices. However, they are usually used separately. In this paper, we investigate the use of both network interfaces to support energy efficient data applications among mobile clients. Specifically, we proposed a fully distributed protocol for mobile handsets to form cooperative groups to maintain cache consistency with minimal communication with the network operator. Our proposed protocol takes advantage of the low power consumption and high data rate of the peer interface. The aim is to reduce the use of the server interface, which is typically slower and involves higher power consumption. Furthermore, we also consider the presence of selfish clients. It is shown that groups formed by the proposed protocol constitutes a pure Nash Equilibrium. This suggests that our protocol is robust even in the presence of selfish clients. Simulation results confirm that, given the same energy resource, mobile clients running the proposed protocol complete more queries, experience longer lifetime and achieve smaller query latency. © 2005 IEEE.published_or_final_versio
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