549,701 research outputs found
Engineering a QoS Provider Mechanism for Edge Computing with Deep Reinforcement Learning
With the development of new system solutions that integrate traditional cloud
computing with the edge/fog computing paradigm, dynamic optimization of service
execution has become a challenge due to the edge computing resources being more
distributed and dynamic. How to optimize the execution to provide Quality of
Service (QoS) in edge computing depends on both the system architecture and the
resource allocation algorithms in place. We design and develop a QoS provider
mechanism, as an integral component of a fog-to-cloud system, to work in
dynamic scenarios by using deep reinforcement learning. We choose reinforcement
learning since it is particularly well suited for solving problems in dynamic
and adaptive environments where the decision process needs to be frequently
updated. We specifically use a Deep Q-learning algorithm that optimizes QoS by
identifying and blocking devices that potentially cause service disruption due
to dynamicity. We compare the reinforcement learning based solution with
state-of-the-art heuristics that use telemetry data, and analyze pros and cons
How mobility increases mobile cloud computing processing capacity
In this paper, we address a important and still unanswered question in mobile cloud computing ``how mobility impacts the distributed processing power of network and computing clouds formed from mobile ad-hoc networks ?''. Indeed, mobile ad-hoc networks potentially offer an aggregate cloud of resources delivering collectively processing, storage and networking resources. We demonstrate that the mobility can increase significantly the performances of distributed computation in such networks. In particular, we show that this improvement can be achieved more efficiently with mobility patterns that entail a dynamic small-world network structure on the mobile cloud. Moreover, we show that the small-world structure can improve significantly the resilience of mobile cloud computing services
A Novel Task of Loading and Computing Resource Scheduling Strategy in Internet of Vehicles Based on Dynamic Greedy Algorithm
Focus on the scheduling problem of distributed computing tasks in Internet of Vehicles. Firstly, based on the computing-aware network theory, a distributed computing resource model of the Internet of Vehicles is established, and the seven-dimensional QoS attributes of the computing resources in the Internet of Vehicles (reliability between computing resources, communication costs, computing speed and computing costs of the computing resources themselves , computing energy consumption, computing stability, and computing success rate) are grouped and transformed into two-dimensional comprehensive attribute priorities: computing performance priority and communication performance priority. Secondly, the weighted directed acyclic graph model of distributed computing tasks in the Internet of Vehicles and the seven-dimensional QoS attribute weighted undirected topology graph model of distributed computing resources in the Internet of Vehicles are respectively established. Moreover, a dynamic greedy algorithm-based task of loading and computing resource scheduling algorithm is proposed. Finally, the example analysis shows that the overall performance of this dynamic greedy algorithm-based task of loading and computing resource scheduling algorithm is better than the classic HEFT scheduling algorithm and round robin scheduling algorithm
Distributed Computing with Adaptive Heuristics
We use ideas from distributed computing to study dynamic environments in
which computational nodes, or decision makers, follow adaptive heuristics (Hart
2005), i.e., simple and unsophisticated rules of behavior, e.g., repeatedly
"best replying" to others' actions, and minimizing "regret", that have been
extensively studied in game theory and economics. We explore when convergence
of such simple dynamics to an equilibrium is guaranteed in asynchronous
computational environments, where nodes can act at any time. Our research
agenda, distributed computing with adaptive heuristics, lies on the borderline
of computer science (including distributed computing and learning) and game
theory (including game dynamics and adaptive heuristics). We exhibit a general
non-termination result for a broad class of heuristics with bounded
recall---that is, simple rules of behavior that depend only on recent history
of interaction between nodes. We consider implications of our result across a
wide variety of interesting and timely applications: game theory, circuit
design, social networks, routing and congestion control. We also study the
computational and communication complexity of asynchronous dynamics and present
some basic observations regarding the effects of asynchrony on no-regret
dynamics. We believe that our work opens a new avenue for research in both
distributed computing and game theory.Comment: 36 pages, four figures. Expands both technical results and discussion
of v1. Revised version will appear in the proceedings of Innovations in
Computer Science 201
Spiking Neural P Systems with Addition/Subtraction Computing on Synapses
Spiking neural P systems (SN P systems, for short) are a class of distributed
and parallel computing models inspired from biological spiking neurons. In this paper,
we introduce a variant called SN P systems with addition/subtraction computing on
synapses (CSSN P systems). CSSN P systems are inspired and motivated by the shunting
inhibition of biological synapses, while incorporating ideas from dynamic graphs and
networks. We consider addition and subtraction operations on synapses, and prove that
CSSN P systems are computationally universal as number generators, under a normal
form (i.e. a simplifying set of restrictions)
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