2,344 research outputs found

    Scalable Peer-to-Peer Indexing with Constant State

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    We present a distributed indexing scheme for peer to peer networks. Past work on distributed indexing traded off fast search times with non-constant degree topologies or network-unfriendly behavior such as flooding. In contrast, the scheme we present optimizes all three of these performance measures. That is, we provide logarithmic round searches while maintaining connections to a fixed number of peers and avoiding network flooding. In comparison to the well known scheme Chord, we provide competitive constant factors. Finally, we observe that arbitrary linear speedups are possible and discuss both a general brute force approach and specific economical optimizations

    A Middleware framework for self-adaptive large scale distributed services

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    Modern service-oriented applications demand the ability to adapt to changing conditions and unexpected situations while maintaining a required QoS. Existing self-adaptation approaches seem inadequate to address this challenge because many of their assumptions are not met on the large-scale, highly dynamic infrastructures where these applications are generally deployed on. The main motivation of our research is to devise principles that guide the construction of large scale self-adaptive distributed services. We aim to provide sound modeling abstractions based on a clear conceptual background, and their realization as a middleware framework that supports the development of such services. Taking the inspiration from the concepts of decentralized markets in economics, we propose a solution based on three principles: emergent self-organization, utility driven behavior and model-less adaptation. Based on these principles, we designed Collectives, a middleware framework which provides a comprehensive solution for the diverse adaptation concerns that rise in the development of distributed systems. We tested the soundness and comprehensiveness of the Collectives framework by implementing eUDON, a middleware for self-adaptive web services, which we then evaluated extensively by means of a simulation model to analyze its adaptation capabilities in diverse settings. We found that eUDON exhibits the intended properties: it adapts to diverse conditions like peaks in the workload and massive failures, maintaining its QoS and using efficiently the available resources; it is highly scalable and robust; can be implemented on existing services in a non-intrusive way; and do not require any performance model of the services, their workload or the resources they use. We can conclude that our work proposes a solution for the requirements of self-adaptation in demanding usage scenarios without introducing additional complexity. In that sense, we believe we make a significant contribution towards the development of future generation service-oriented applications.Las Aplicaciones Orientadas a Servicios modernas demandan la capacidad de adaptarse a condiciones variables y situaciones inesperadas mientras mantienen un cierto nivel de servio esperado (QoS). Los enfoques de auto-adaptación existentes parecen no ser adacuados debido a sus supuestos no se cumplen en infrastructuras compartidas de gran escala. La principal motivación de nuestra investigación es inerir un conjunto de principios para guiar el desarrollo de servicios auto-adaptativos de gran escala. Nuesto objetivo es proveer abstraciones de modelaje apropiadas, basadas en un marco conceptual claro, y su implemetnacion en un middleware que soporte el desarrollo de estos servicios. Tomando como inspiración conceptos económicos de mercados decentralizados, hemos propuesto una solución basada en tres principios: auto-organización emergente, comportamiento guiado por la utilidad y adaptación sin modelos. Basados en estos principios diseñamos Collectives, un middleware que proveer una solución exhaustiva para los diversos aspectos de adaptación que surgen en el desarrollo de sistemas distribuidos. La adecuación y completitud de Collectives ha sido provada por medio de la implementación de eUDON, un middleware para servicios auto-adaptativos, el ha sido evaluado de manera exhaustiva por medio de un modelo de simulación, analizando sus propiedades de adaptación en diversos escenarios de uso. Hemos encontrado que eUDON exhibe las propiedades esperadas: se adapta a diversas condiciones como picos en la carga de trabajo o fallos masivos, mateniendo su calidad de servicio y haciendo un uso eficiente de los recusos disponibles. Es altamente escalable y robusto; puedeoo ser implementado en servicios existentes de manera no intrusiva; y no requiere la obtención de un modelo de desempeño para los servicios. Podemos concluir que nuestro trabajo nos ha permitido desarrollar una solucion que aborda los requerimientos de auto-adaptacion en escenarios de uso exigentes sin introducir complejidad adicional. En este sentido, consideramos que nuestra propuesta hace una contribución significativa hacia el desarrollo de la futura generación de aplicaciones orientadas a servicios.Postprint (published version

    Building Robust Distributed Infrastructure Networks

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    Many competing designs for Distributed Hash Tables exist exploring multiple models of addressing, routing and network maintenance. Designing a general theoretical model and implementation of a Distributed Hash Table allows exploration of the possible properties of Distributed Hash Tables. We will propose a generalized model of DHT behavior, centered on utilizing Delaunay triangulation in a given metric space to maintain the networks topology. We will show that utilizing this model we can produce network topologies that approximate existing DHT methods and provide a starting point for further exploration. We will use our generalized model of DHT construction to design and implement more efficient Distributed Hash Table protocols, and discuss the qualities of potential successors to existing DHT technologies

    Interactive Visual Analysis of Networked Systems: Workflows for Two Industrial Domains

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    We report on a first study of interactive visual analysis of networked systems. Working with ABB Corporate Research and Ericsson Research, we have created workflows which demonstrate the potential of visualization in the domains of industrial automation and telecommunications. By a workflow in this context, we mean a sequence of visualizations and the actions for generating them. Visualizations can be any images that represent properties of the data sets analyzed, and actions typically either change the selection of data visualized or change the visualization by choice of technique or change of parameters

    Applying Supernode Architecture for Scalable Multiplayer Computer Game

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    Süsteemi skaleeritavus, kiire vastamise aeg ja madal hinnatase on tähtsad atribuudid, mida tuleb arvesse võtta suurte multimängijatega online mitmikmängude loomisel. Sellistes süsteemides mängib suurt rolli arhitektuur. Partnervõrkude arhitektuuridel on madalad hinnad ning need suudavad saavutada järk-järgulise kasvu tänu nende hajususele ja koostööle. Peale selle suudavad nad kiirelt reageerida tänu otseühendustele mängijate vahel. Samas esineb selliste arhitektuuridega mitmeid probleeme. Selles lõputöös uuritakse olemasolevaid partnervõrkude lahendusi suurtele multimängijatega online olevatele mängudele. Veel uurib see lõputöö kahte hübriidarhitektuuri - esimeses on kasutatud supernode punkte koos keskse ühenduspunktiga ning teises on kasutatud keskset võrguharu ühenduspunkti ilma keskse ühenduspunktita. Lisaks sellele esitab see lõputöö lahenduse supernodemultimängijatega online mängudele, mis põhinevad multiedastuse põhimõttel.Selleks, et tulevikus analüüse läbi viia, on kogu süsteem implementeeritud simulatsiooniga.Scalability, fast response time and low cost are of utmost importance in designing a successful massively multiplayer online game. The underlying architecture plays an important role in meeting these conditions. Peer-to-peer architectures, have low infrastructure costs and can achieve high scalability, due to their distributed and collaborative nature. They can also achieve fast response times by creating direct connections between players. However, these architectures face many challenges.Therefore, the paper investigates existing peer to peer architecture solutions for a massively multiplayer online games. The study examines two hybrid architectures. In the first one, a supernode approach is used with a central server. In the contrast in the second one, there is no central server and pure peer to peer architecture is deployed. Moreover, the thesis proposes a solution based on multicast peer discovery and supernodes for a massively multiplayer online game. Also, all system is covered with simulation, that provides results for future analysing

    Effective bootstrapping of Peer-to Peer networks over Mobile Ad-hoc networks

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    Mobile Ad-hoc Networks (MANETs) and Peer-to-Peer (P2P) networks are vigorous, revolutionary communication technologies in the 21st century. They lead the trend of decentralization. Decentralization will ultimately win clients over client/server model, because it gives ordinary network users more control, and stimulates their active participation. It is a determinant factor in shaping the future of networking. MANETs and P2P networks are very similar in nature. Both are dynamic, distributed. Both use multi-hop broadcast or multicast as major pattern of traffic. Both set up connection by self-organizing and maintain connection by self-healing. Embodying the slogan networking without networks, both abandoned traditional client/server model and disclaimed pre-existing infrastructure. However, their status quo levels of real world application are widely divergent. P2P networks are now accountable for about 50 ~ 70% internet traffic, while MANETs are still primarily in the laboratory. The interesting and confusing phenomenon has sparked considerable research effort to transplant successful approaches from P2P networks into MANETs. While most research in the synergy of P2P networks and MANETs focuses on routing, the network bootstrapping problem remains indispensable for any such transplantation to be realized. The most pivotal problems in bootstrapping are: (1) automatic configuration of nodes addresses and IDs, (2) topology discovery and transformation in different layers and name spaces. In this dissertation research, we have found novel solutions for these problems. The contributions of this dissertation are: (1) a non-IP, flat address automatic configuration scheme, which integrates lower layer addresses and P2P IDs in application layer and makes simple cryptographical assignment possible. A related paper entitled Pastry over Ad-Hoc Networks with Automatic Flat Address Configuration was submitted to Elsevier Journal of Ad Hoc Networks in May. (2) an effective ring topology construction algorithm which builds perfect ring in P2P ID space using only simplest multi-hop unicast or multicast. Upon this ring, popular structured P2P networks like Chord, Pastry could be built with great ease. A related paper entitled Chord Bootstrapping on MANETs - All Roads lead to Rome will be ready for submission after defense of the dissertation

    Analysis of current middleware used in peer-to-peer and grid implementations for enhancement by catallactic mechanisms

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    This deliverable describes the work done in task 3.1, Middleware analysis: Analysis of current middleware used in peer-to-peer and grid implementations for enhancement by catallactic mechanisms from work package 3, Middleware Implementation. The document is divided in four parts: The introduction with application scenarios and middleware requirements, Catnets middleware architecture, evaluation of existing middleware toolkits, and conclusions. -- Die Arbeit definiert Anforderungen an Grid und Peer-to-Peer Middleware Architekturen und analysiert diese auf ihre Eignung für die prototypische Umsetzung der Katallaxie. Eine Middleware-Architektur für die Umsetzung der Katallaxie in Application Layer Netzwerken wird vorgestellt.Grid Computing

    Towards a Framework for DHT Distributed Computing

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    Distributed Hash Tables (DHTs) are protocols and frameworks used by peer-to-peer (P2P) systems. They are used as the organizational backbone for many P2P file-sharing systems due to their scalability, fault-tolerance, and load-balancing properties. These same properties are highly desirable in a distributed computing environment, especially one that wants to use heterogeneous components. We show that DHTs can be used not only as the framework to build a P2P file-sharing service, but as a P2P distributed computing platform. We propose creating a P2P distributed computing framework using distributed hash tables, based on our prototype system ChordReduce. This framework would make it simple and efficient for developers to create their own distributed computing applications. Unlike Hadoop and similar MapReduce frameworks, our framework can be used both in both the context of a datacenter or as part of a P2P computing platform. This opens up new possibilities for building platforms to distributed computing problems. One advantage our system will have is an autonomous load-balancing mechanism. Nodes will be able to independently acquire work from other nodes in the network, rather than sitting idle. More powerful nodes in the network will be able use the mechanism to acquire more work, exploiting the heterogeneity of the network. By utilizing the load-balancing algorithm, a datacenter could easily leverage additional P2P resources at runtime on an as needed basis. Our framework will allow MapReduce-like or distributed machine learning platforms to be easily deployed in a greater variety of contexts
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