292 research outputs found

    Design and implementation of the node identity internetworking architecture

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    The Internet Protocol (IP) has been proven very flexible, being able to accommodate all kinds of link technologies and supporting a broad range of applications. The basic principles of the original Internet architecture include end-to-end addressing, global routeability and a single namespace of IP addresses that unintentionally serves both as locators and host identifiers. The commercial success and widespread use of the Internet have lead to new requirements, which include internetworking over business boundaries, mobility and multi-homing in an untrusted environment. Our approach to satisfy these new requirements is to introduce a new internetworking layer, the node identity layer. Such a layer runs on top of the different versions of IP, but could also run directly on top of other kinds of network technologies, such as MPLS and 2G/3G PDP contexts. This approach enables connectivity across different communication technologies, supports mobility, multi-homing, and security from ground up. This paper describes the Node Identity Architecture in detail and discusses the experiences from implementing and running a prototype

    Flexible Application-Layer Multicast in Heterogeneous Networks

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    This work develops a set of peer-to-peer-based protocols and extensions in order to provide Internet-wide group communication. The focus is put to the question how different access technologies can be integrated in order to face the growing traffic load problem. Thereby, protocols are developed that allow autonomous adaptation to the current network situation on the one hand and the integration of WiFi domains where applicable on the other hand

    Multi-Tier Diversified Service Architecture for Internet 3.0: The Next Generation Internet

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    The next generation Internet needs to support multiple diverse application contexts. In this paper, we present Internet 3.0, a diversified, multi-tier architecture for the next generation Internet. Unlike the current Internet, Internet 3.0 defines a new set of primitives that allows diverse applications to compose and optimize their specific contexts over resources belonging to multiple ownerships. The key design philosophy is to enable diversity through explicit representation, negotiation and enforcement of policies at the granularity of network infrastructure, compute resources, data and users. The basis of the Internet 3.0 architecture is a generalized three-tier object model. The bottom tier consists of a high-speed network infrastructure. The second tier consists of compute resources or hosts. The third tier consists of data and users. The “tiered” organization of the entities in the object model depicts the natural dependency relationship between these entities in a communication context. All communication contexts, including the current Internet, may be represented as special cases within this generalized three-tier object model. The key contribution of this paper is a formal architectural representation of the Internet 3.0 architecture over the key primitive of the “Object Abstraction” and a detailed discussion of the various design aspects of the architecture, including the design of the “Context Router-” the key architectural element that powers an evolutionary deployment plan for the clean slate design ideas of Internet 3.0

    Re-engineering jake2 to work on a grid using the GridGain Middleware

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    With the advent of Massively Multiplayer Online Games (MMOGs), engineers and designers of games came across with many questions that needed to be answered such as, for example, "how to allow a large amount of clients to play simultaneously on the same server?", "how to guarantee a good quality of service (QoS) to a great number of clients?", "how many resources will be necessary?", "how to optimize these resources to the maximum?". A possible answer to these questions relies on the usage of grid computing. Taking into account the parallel and distributed nature of grid computing, we can say that grid computing allows for more scalability in terms of a growing number of players, guarantees shorter communication time between clients and servers, and allows for a better resource management and usage (e.g., memory, CPU, core balancing usage, etc.) than the traditional serial computing model. However, the main focus of this thesis is not about grid computing. Instead, this thesis describes the re-engineering process of an existing multiplayer computer game, called Jake2, by transforming it into a MMOG, which is then put to run on a grid

    The Two-Step P2P Simulation Approach

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    In this article a framework is introduced that can be used to analyse the effects & requirements of P2P applications on application and on network layer. P2P applications are complex and deployed on a large scale, pure packet level simulations do not scale well enough to analyse P2P applications in a large network with thousands of peers. It is also difficult to assess the effect of application level behavior on the communication system. We therefore propose an approach starting with a more abstract and therefore scalable application level simulation. For the application layer a specific simulation framework was developed. The results of the application layer simulations plus some estimated background traffic are fed into a packet layer simulator like NS2 (or our lab testbed) in a second step to perform some detailed packet layer analysis such as loss and delay measurements. This can be done for a subnetwork of the original network to avoid scalability problems

    Improving Oblivious Reconfigurable Networks with High Probability

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    Oblivious Reconfigurable Networks (ORNs) use rapidly reconfiguring switches to create a dynamic time-varying topology. Prior theoretical work on ORNs has focused on the tradeoff between maximum latency and guaranteed throughput. This work shows that by relaxing the notion of guaranteed throughput to an achievable rate with high probability, one can achieve a significant improvement in the latency/throughput tradeoff. For a fixed maximum latency, we show that almost twice the maximum possible guaranteed throughput rate can be achieved with high probability. Alternatively for a fixed throughput value, relaxing to achievement with high probability decreases the maximum latency to almost the square root of the latency required to guarantee the throughput rate. We first give a lower bound on the best maximum latency possible given an achieved throughput rate with high probability. This is done using an LP duality style argument. We then give a family of ORN designs which achieves these tradeoffs. The connection schedule is based on the Vandermonde Basis Scheme of Amir, Wilson, Shrivastav, Weatherspoon, Kleinberg, and Agarwal, although the period and routing scheme differ significantly. We prove achievable throughput with high probability by interpreting the amount of flow on each edge as a sum of negatively associated variables, and applying a Chernoff bound. This gives us a design with maximum latency that is tight with our lower bound (up to a log factor) for almost all constant throughput values.Comment: 19 pages, 1 figur

    Delay Tolerant Networking over the Metropolitan Public Transportation

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    We discuss MDTN: a delay tolerant application platform built on top of the Public Transportation System (PTS) and able to provide service access while exploiting opportunistic connectivity. Our solution adopts a carrier-based approach where buses act as data collectors for user requests requiring Internet access. Simulations based on real maps and PTS routes with state-of-the-art routing protocols demonstrate that MDTN represents a viable solution for elastic nonreal-time service delivery. Nevertheless, performance indexes of the considered routing policies show that there is no golden rule for optimal performance and a tailored routing strategy is required for each specific case

    Study of the Topology Mismatch Problem in Peer-to-Peer Networks

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    The advantages of peer-to-peer (P2P) technology are innumerable when compared to other systems like Distributed Messaging System, Client-Server model, Cloud based systems. The vital advantages are not limited to high scalability and low cost. On the other hand the p2p system suffers from a bottle-neck problem caused by topology mismatch. Topology mismatch occurs in an unstructured peer-to-peer (P2P) network when the peers participating in the communication choose their neighbors in random fashion, such that the resultant P2P network mismatches its underlying physical network, resulting in a lengthy communication between the peers and redundant network traffics generated in the underlying network[1] However, most P2P system performance suffers from the mismatch between the overlays topology and the underlying physical network topology, causing a large volume of redundant traffic in the Internet slowing the performance. This paper surveys the P2P topology mismatch problems and the solutions adapted for different applications

    Hybrid routing in delay tolerant networks

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    This work addresses the integration of today\\u27s infrastructure-based networks with infrastructure-less networks. The resulting Hybrid Routing System allows for communication over both network types and can help to overcome cost, communication, and overload problems. Mobility aspect resulting from infrastructure-less networks are analyzed and analytical models developed. For development and deployment of the Hybrid Routing System an overlay-based framework is presented

    Hybrid Routing in Delay Tolerant Networks

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    This work addresses the integration of today\u27s infrastructure-based networks with infrastructure-less networks. The resulting Hybrid Routing System allows for communication over both network types and can help to overcome cost, communication, and overload problems. Mobility aspect resulting from infrastructure-less networks are analyzed and analytical models developed. For development and deployment of the Hybrid Routing System an overlay-based framework is presented
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