101 research outputs found

    Scalable discovery of networked data : Algorithms, Infrastructure, Applications

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    Harmelen, F.A.H. van [Promotor]Siebes, R.M. [Copromotor

    Static Web content distribution and request routing in a P2P overlay

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    The significance of collaboration over the Internet has become a corner-stone of modern computing, as the essence of information processing and content management has shifted to networked and Webbased systems. As a result, the effective and reliable access to networked resources has become a critical commodity in any modern infrastructure. In order to cope with the limitations introduced by the traditional client-server networking model, most of the popular Web-based services have employed separate Content Delivery Networks (CDN) to distribute the server-side resource consumption. Since the Web applications are often latency-critical, the CDNs are additionally being adopted for optimizing the content delivery latencies perceived by the Web clients. Because of the prevalent connection model, the Web content delivery has grown to a notable industry. The rapid growth in the amount of mobile devices further contributes to the amount of resources required from the originating server, as the content is also accessible on the go. While the Web has become one of the most utilized sources of information and digital content, the openness of the Internet is simultaneously being reduced by organizations and governments preventing access to any undesired resources. The access to information may be regulated or altered to suit any political interests or organizational benefits, thus conflicting with the initial design principle of an unrestricted and independent information network. This thesis contributes to the development of more efficient and open Internet by combining a feasibility study and a preliminary design of a peer-to-peer based Web content distribution and request routing mechanism. The suggested design addresses both the challenges related to effectiveness of current client-server networking model and the openness of information distributed over the Internet. Based on the properties of existing peer-to-peer implementations, the suggested overlay design is intended to provide low-latency access to any Web content without sacrificing the end-user privacy. The overlay is additionally designed to increase the cost of censorship by forcing a successful blockade to isolate the censored network from the rest of the Internet

    Video-on-Demand over Internet: a survey of existing systems and solutions

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    Video-on-Demand is a service where movies are delivered to distributed users with low delay and free interactivity. The traditional client/server architecture experiences scalability issues to provide video streaming services, so there have been many proposals of systems, mostly based on a peer-to-peer or on a hybrid server/peer-to-peer solution, to solve this issue. This work presents a survey of the currently existing or proposed systems and solutions, based upon a subset of representative systems, and defines selection criteria allowing to classify these systems. These criteria are based on common questions such as, for example, is it video-on-demand or live streaming, is the architecture based on content delivery network, peer-to-peer or both, is the delivery overlay tree-based or mesh-based, is the system push-based or pull-based, single-stream or multi-streams, does it use data coding, and how do the clients choose their peers. Representative systems are briefly described to give a summarized overview of the proposed solutions, and four ones are analyzed in details. Finally, it is attempted to evaluate the most promising solutions for future experiments. Résumé La vidéo à la demande est un service où des films sont fournis à distance aux utilisateurs avec u

    Systems-compatible Incentives

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    Originally, the Internet was a technological playground, a collaborative endeavor among researchers who shared the common goal of achieving communication. Self-interest used not to be a concern, but the motivations of the Internet's participants have broadened. Today, the Internet consists of millions of commercial entities and nearly 2 billion users, who often have conflicting goals. For example, while Facebook gives users the illusion of access control, users do not have the ability to control how the personal data they upload is shared or sold by Facebook. Even in BitTorrent, where all users seemingly have the same motivation of downloading a file as quickly as possible, users can subvert the protocol to download more quickly without giving their fair share. These examples demonstrate that protocols that are merely technologically proficient are not enough. Successful networked systems must account for potentially competing interests. In this dissertation, I demonstrate how to build systems that give users incentives to follow the systems' protocols. To achieve incentive-compatible systems, I apply mechanisms from game theory and auction theory to protocol design. This approach has been considered in prior literature, but unfortunately has resulted in few real, deployed systems with incentives to cooperate. I identify the primary challenge in applying mechanism design and game theory to large-scale systems: the goals and assumptions of economic mechanisms often do not match those of networked systems. For example, while auction theory may assume a centralized clearing house, there is no analog in a decentralized system seeking to avoid single points of failure or centralized policies. Similarly, game theory often assumes that each player is able to observe everyone else's actions, or at the very least know how many other players there are, but maintaining perfect system-wide information is impossible in most systems. In other words, not all incentive mechanisms are systems-compatible. The main contribution of this dissertation is the design, implementation, and evaluation of various systems-compatible incentive mechanisms and their application to a wide range of deployable systems. These systems include BitTorrent, which is used to distribute a large file to a large number of downloaders, PeerWise, which leverages user cooperation to achieve lower latencies in Internet routing, and Hoodnets, a new system I present that allows users to share their cellular data access to obtain greater bandwidth on their mobile devices. Each of these systems represents a different point in the design space of systems-compatible incentives. Taken together, along with their implementations and evaluations, these systems demonstrate that systems-compatibility is crucial in achieving practical incentives in real systems. I present design principles outlining how to achieve systems-compatible incentives, which may serve an even broader range of systems than considered herein. I conclude this dissertation with what I consider to be the most important open problems in aligning the competing interests of the Internet's participants

    Doctor of Philosophy

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    dissertationWe develop a novel framework for friend-to-friend (f2f) distributed services (F3DS) by which applications can easily offer peer-to-peer (p2p) services among social peers with resource sharing governed by approximated levels of social altruism. Our frame- work differs significantly from typical p2p collaboration in that it provides a founda- tion for distributed applications to cooperate based on pre-existing trust and altruism among social peers. With the goal of facilitating the approximation of relative levels of altruism among social peers within F3DS, we introduce a new metric: SocialDistance. SocialDistance is a synthetic metric that combines direct levels of altruism between peers with an altruism decay for each hop to approximate indirect levels of altruism. The resulting multihop altruism levels are used by F3DS applications to proportion and prioritize the sharing of resources with other social peers. We use SocialDistance to implement a novel flash file/patch distribution method, SocialSwarm. SocialSwarm uses the SocialDistance metric as part of its resource allocation to overcome the neces- sity of (and inefficiency created by) resource bartering among friends participating in a BitTorrent swarm. We find that SocialSwarm achieves an average file download time reduction of 25% to 35% in comparison with standard BitTorrent under a variety of configurations and conditions, including file sizes, maximum SocialDistance, as well as leech and seed counts. The most socially connected peers yield up to a 47% decrease in download completion time in comparison with average nonsocial BitTorrent swarms. We also use the F3DS framework to implement novel malware detection application- F3DS Antivirus (F3AV)-and evaluate it on the Amazon cloud. We show that with f2f sharing of resources, F3AV achieves a 65% increase in the detection rate of 0- to 1-day-old malware among social peers as compared to the average of individual scanners. Furthermore, we show that F3AV provides the greatest diversity of mal- ware scanners (and thus malware protection) to social hubs-those nodes that are positioned to provide strategic defense against socially aware malware

    Visualization of Consistency in a Distributed Key-Value Store

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    A wide variety of consistency models are available to designers of key-value storage systems, such as Apache’s Cassandra or Amazon’s Dynamo. Each consistency model has been extensively analyzed for advantages and disadvantages as they relate to a system’s availability and consistency properties. Our purpose is to create a modular visualization tool, described herein as the visualization authority (VA), supported by unique and customizable communication handlers. We have created a prototype of this tool for the purpose of easily comparing and contrasting consistency models available to a key-value store system such that its designers and administrators can fine-tune the trade-offs between availability and consistency to fit their specific needs.Ope

    Automated performance attack discovery in distributed system implementations

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    Security and performance are critical goals for distributed systems. The increased complexity in design, incomplete expertise of developers, and limited functionality of existing testing tools often result in implementations with vulnerabilities and make the debugging process difficult and costly. The deployed vulnerabilities are often exploited by adversaries preventing the system from achieving its design goals. We refer to attacks that slow down the performance of a system as performance attacks. In the past, finding performance attacks has been a painstaking manual process that involved an expert of the target implementation. Given the cost associated with each vulnerability that occurs in the production, there is a need for tools to automatically check that the implementation of a protocol achieves its performance goals with respect to malicious components in the system. In this dissertation, we find performance attacks automatically from implementations of distributed systems. We do not try to show that an implementation is free from all attacks. Our goal is to find attacks and report them to the user in a timely manner. We first investigate how to find attacks automatically from implementations under a simulated environment. A simulated approach, however, has a fundamental limitation in terms of applicable target systems, as certain assumptions are made about languages, operating systems or libraries used. Therefore, we next investigate challenges and requirements to automatically find attacks in implementations of distributed systems under an emulated environment where no limiting assumptions are made

    Accurate Player Modeling and Cheat-Proof Gameplay in Peer-to-Peer Based Multiplayer Online Games

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    We present the first detailed measurement study and models of the virtual populations in popular Massively Multiplayer Online Role-Playing Games (MMORPGs). Our results show that, amongst several MMORPGs with very different play styles, the patterns of behaviors are consistent and can be described using a common set of models. In addition, we break down actions common to Trading Card Games (TCGs) and explain how they can be executed between players without the need for a third party referee. In each action, the player is either prevented from cheating, or if they do cheat, the opponent will be able to prove they have done so. We show these methods are secure and may be used in many various styles of TCGs. We measure moves in a real TCG to compare to our implementation of Match+Guardian (M+G), our secure Peer-to-Peer (P2P) protocol for implementing online TCGs. Our results, based on an evaluation of M+G\u27s performance on the Android (TM) platform, show that M+G can be used in a P2P fashion on mobile devices. Finally, we introduce and outline a HYbrid P2P ARchitecture for Trading Card Games, HYPAR-TCG. The system utilizes Distributed Hash Tables (DHTs) and other P2P overlays to store cached game data and to perform game matchmaking. This helps reduce the network and computational load to the central servers. We describe how a centralized server authority can work in concert with a P2P gameplay protocol, while still allowing for reputation and authoritative account management

    Naming and discovery in networks : architecture and economics

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    In less than three decades, the Internet was transformed from a research network available to the academic community into an international communication infrastructure. Despite its tremendous success, there is a growing consensus in the research community that the Internet has architectural limitations that need to be addressed in a effort to design a future Internet. Among the main technical limitations are the lack of mobility support, and the lack of security and trust. The Internet, and particularly TCP/IP, identifies endpoints using a location/routing identifier, the IP address. Coupling the endpoint identifier to the location identifier hinders mobility and poorly identifies the actual endpoint. On the other hand, the lack of security has been attributed to limitations in both the network and the endpoint. Authentication for example is one of the main concerns in the architecture and is hard to implement partly due to lack of identity support. The general problem that this dissertation is concerned with is that of designing a future Internet. Towards this end, we focus on two specific sub-problems. The first problem is the lack of a framework for thinking about architectures and their design implications. It was obvious after surveying the literature that the majority of the architectural work remains idiosyncratic and descriptions of network architectures are mostly idiomatic. This has led to the overloading of architectural terms, and to the emergence of a large body of network architecture proposals with no clear understanding of their cross similarities, compatibility points, their unique properties, and architectural performance and soundness. On the other hand, the second problem concerns the limitations of traditional naming and discovery schemes in terms of service differentiation and economic incentives. One of the recurring themes in the community is the need to separate an entity\u27s identifier from its locator to enhance mobility and security. Separation of identifier and locator is a widely accepted design principle for a future Internet. Separation however requires a process to translate from the identifier to the locator when discovering a network path to some identified entity. We refer to this process as identifier-based discovery, or simply discovery, and we recognize two limitations that are inherent in the design of traditional discovery schemes. The first limitation is the homogeneity of the service where all entities are assumed to have the same discovery performance requirements. The second limitation is the inherent incentive mismatch as it relates to sharing the cost of discovery. This dissertation addresses both subproblems, the architectural framework as well as the naming and discovery limitations

    Scalable Video Streaming with Prioritised Network Coding on End-System Overlays

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    PhDDistribution over the internet is destined to become a standard approach for live broadcasting of TV or events of nation-wide interest. The demand for high-quality live video with personal requirements is destined to grow exponentially over the next few years. Endsystem multicast is a desirable option for relieving the content server from bandwidth bottlenecks and computational load by allowing decentralised allocation of resources to the users and distributed service management. Network coding provides innovative solutions for a multitude of issues related to multi-user content distribution, such as the coupon-collection problem, allocation and scheduling procedure. This thesis tackles the problem of streaming scalable video on end-system multicast overlays with prioritised push-based streaming. We analyse the characteristic arising from a random coding process as a linear channel operator, and present a novel error detection and correction system for error-resilient decoding, providing one of the first practical frameworks for Joint Source-Channel-Network coding. Our system outperforms both network error correction and traditional FEC coding when performed separately. We then present a content distribution system based on endsystem multicast. Our data exchange protocol makes use of network coding as a way to collaboratively deliver data to several peers. Prioritised streaming is performed by means of hierarchical network coding and a dynamic chunk selection for optimised rate allocation based on goodput statistics at application layer. We prove, by simulated experiments, the efficient allocation of resources for adaptive video delivery. Finally we describe the implementation of our coding system. We highlighting the use rateless coding properties, discuss the application in collaborative and distributed coding systems, and provide an optimised implementation of the decoding algorithm with advanced CPU instructions. We analyse computational load and packet loss protection via lab tests and simulations, complementing the overall analysis of the video streaming system in all its components
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