8 research outputs found

    Connected Surveillance Game

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    International audienceThe surveillance game [Fomin et al., 2012] models the problem of web-page prefetching as a pursuit evasion game played on a graph. This two-player game is played turn-by-turn. The first player, called the observer, can mark a fixed amount of vertices at each turn. The second one controls a surfer that stands at vertices of the graph and can slide along edges. The surfer starts at some initially marked vertex of the graph, its objective is to reach an unmarked node before all nodes of the graph are marked. The surveillance number sn(G) of a graph G is the minimum amount of nodes that the observer has to mark at each turn ensuring it wins against any surfer in G. Fomin et al. also defined the connected surveillance game where the observer must ensure that marked nodes always induce a connected subgraph. They ask what is the cost of connectivity, i.e., is there a constant c > 0 such that the ratio between the connected surveillance number csn(G) and sn(G) is at most c for any graph G. It is straightforward to show that csn(G) ≤ ∆ sn(G) for any graph G with maximum degree ∆. Moreover, it has been shown that there are graphs G for which csn(G) = sn(G) + 1. In this paper, we investigate the question of the cost of the connectivity. We first provide new non-trivial upper and lower bounds for the cost of connectivity in the surveillance game. More precisely, we present a family of graphs G such that csn(G) > sn(G) + 1. Moreover, we prove that csn(G) ≤ sn(G)n for any n-node graph G. While the gap between these bounds remains huge, it seems difficult to reduce it. We then define the online surveillance game where the observer has no a priori knowledge of the graph topology and discovers it little-by-little. This variant, which fits better the prefetching motivation, is a restriction of the connected variant. Unfortunately, we show that no algorithm for solving the online surveillance game has competitive ratio better than Ω(∆). That is, while interesting, this variant does not help to obtain better upper bounds for the connected variant. We finally answer an open question [Fomin et al., 2012] by proving that deciding if the surveillance number of a digraph with maximum degree 6 is at most 2 is NP-hard

    Connected Surveillance Game

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    International audienceThe surveillance game [Fomin et al., 2012] models the prob- lem of web-page prefetching as a pursuit evasion game played on a graph. This two-player game is played turn-by-turn. The rst player, called the observer, can mark a xed amount of vertices at each turn. The second one controls a surfer that stands at vertices of the graph and can slide along edges. The surfer starts at some initially marked vertex of the graph, her objective is to reach an unmarked node The surveillance number sn(G) of a graph G is the minimum amount of nodes that the observer has to mark at each turn ensuring it wins against any surfer in G. Fomin et al. also de ned the connected surveillance game where the marked nodes must always induce a connected subgraph. They ask if there is a constant c > 0 such that csn(G)/ sn(G) sn(G)+1. Moreover, we prove that csn(G) <= sn(G) n^(1/2) for any n-node graph G. While the gap between these bounds remains huge, it seems di cult to reduce it. We then de ne the online surveillance game where the observer has no a priori knowledge of the graph topology and discovers it little-by- little. Unfortunately, we show that no algorithm for solving the online surveillance game has competitive ratio better than Omega(Delta)

    Ephemeral Content Popularity at the Edge and Implications for On-Demand Caching

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    Speeding Up Mobile Browsers without Infrastructure Support

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    Mobile browsers are known to be slow. We characterize the performance of mobile browsers and find out that resource loading is the bottleneck. Leveraging an unprecedented set of web usage data collected from 24 iPhone users continuously over one year, we examine the three fundamental, orthogonal approaches to improve resource loading without infrastructure support: caching, prefetching, and speculative loading, which is first proposed and studied in this work. Speculative loading predicts and speculatively loads the subresources needed to open a webpage once its URL is given. We show that while caching and prefetching are highly limited for mobile browsing, speculative loading can be significantly more effective. Empirically, we show that client-only solutions can improve the browser speed by 1.4 seconds on average. We also report the design, realization, and evaluation of speculative loading in a WebKit-based browser called Tempo. On average, Tempo can reduce browser delay by 1 second (~20%)

    Diseño centrado en calidad para la difusión Peer-to-Peer de video en vivo

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    El uso de redes Peer-to-Peer (P2P) es una forma escalable para ofrecer servicios de video sobre Internet. Este documento hace foco en la definición, desarrollo y evaluación de una arquitectura P2P para distribuir video en vivo. El diseño global de la red es guiado por la calidad de experiencia (Quality of Experience - QoE), cuyo principal componente en este caso es la calidad del video percibida por los usuarios finales, en lugar del tradicional diseño basado en la calidad de servicio (Quality of Service - QoE) de la mayoría de los sistemas. Para medir la calidad percibida del video, en tiempo real y automáticamente, extendimos la recientemente propuesta metodología Pseudo-Subjective Quality Assessment (PSQA). Dos grandes líneas de investigación son desarrolladas. Primero, proponemos una técnica de distribución de video desde múltiples fuentes con las características de poder ser optimizada para maximizar la calidad percibida en contextos de muchas fallas y de poseer muy baja señalización (a diferencia de los sistemas existentes). Desarrollamos una metodología, basada en PSQA, que nos permite un control fino sobre la forma en que la señal de video es dividida en partes y la cantidad de redundancia agregada, como una función de la dinámica de los usuarios de la red. De esta forma es posible mejorar la robustez del sistema tanto como sea deseado, contemplando el límite de capacidad en la comunicación. En segundo lugar, presentamos un mecanismo estructurado para controlar la topología de la red. La selección de que usuarios servirán a que otros es importante para la robustez de la red, especialmente cuando los usuarios son heterogéneos en sus capacidades y en sus tiempos de conexión.Nuestro diseño maximiza la calidad global esperada (evaluada usando PSQA), seleccionado una topología que mejora la robustez del sistema. Además estudiamos como extender la red con dos servicios complementarios: el video bajo demanda (Video on Demand - VoD) y el servicio MyTV. El desafío en estos servicios es como realizar búsquedas eficientes sobre la librería de videos, dado al alto dinamismo del contenido. Presentamos una estrategia de "caching" para las búsquedas en estos servicios, que maximiza el número total de respuestas correctas a las consultas, considerando una dinámica particular en los contenidos y restricciones de ancho de banda. Nuestro diseño global considera escenarios reales, donde los casos de prueba y los parámetros de configuración surgen de datos reales de un servicio de referencia en producción. Nuestro prototipo es completamente funcional, de uso gratuito, y basado en tecnologías bien probadas de código abierto
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