679 research outputs found

    A note on the data-driven capacity of P2P networks

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    We consider two capacity problems in P2P networks. In the first one, the nodes have an infinite amount of data to send and the goal is to optimally allocate their uplink bandwidths such that the demands of every peer in terms of receiving data rate are met. We solve this problem through a mapping from a node-weighted graph featuring two labels per node to a max flow problem on an edge-weighted bipartite graph. In the second problem under consideration, the resource allocation is driven by the availability of the data resource that the peers are interested in sharing. That is a node cannot allocate its uplink resources unless it has data to transmit first. The problem of uplink bandwidth allocation is then equivalent to constructing a set of directed trees in the overlay such that the number of nodes receiving the data is maximized while the uplink capacities of the peers are not exceeded. We show that the problem is NP-complete, and provide a linear programming decomposition decoupling it into a master problem and multiple slave subproblems that can be resolved in polynomial time. We also design a heuristic algorithm in order to compute a suboptimal solution in a reasonable time. This algorithm requires only a local knowledge from nodes, so it should support distributed implementations. We analyze both problems through a series of simulation experiments featuring different network sizes and network densities. On large networks, we compare our heuristic and its variants with a genetic algorithm and show that our heuristic computes the better resource allocation. On smaller networks, we contrast these performances to that of the exact algorithm and show that resource allocation fulfilling a large part of the peer can be found, even for hard configuration where no resources are in excess.Comment: 10 pages, technical report assisting a submissio

    Linear Programming Models For Multi-Channel P2P Streaming Systems

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    Most of the commercial P2P video streaming deployments support hundreds of channels and are referred to as multichannel systems. Measurement studies show that bandwidth resources of different channels are highly unbalanced and thus recent research studies have proposed various protocols to improve the streaming qualities for all channels by enabling cross-channel cooperation among multiple channels. However, there is no general framework for comparing existing and potential designs for multi-channel P2P systems. The goal of this paper is to establish tractable models for answering the fundamental question in multi-channel system designs: Under what circumstances, should a particular design be used to achieve the desired streaming quality with the lowest implementation complexity? To achieve this goal, we first classify existing and potential designs into three categories, namely Naive Bandwidth allocation Approach (NBA), Passive Channel-aware bandwidth allocation Approach (PCA) and Active Channel-aware bandwidth allocation Approach (ACA). Then, we define the bandwidth satisfaction ratio as a performance metric to develop linear programming models for the three designs. The proposed models are independent of implementations and can be efficiently solved due to the linear property, which provides a way of numerically exploring the design space of multi-channel systems and developing closedform solutions for special systems

    How much can large-scale video-on-demand benefit from users' cooperation?

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    We propose an analytical framework to tightly characterize the scaling laws for the additional bandwidth that servers must supply to guarantee perfect service in peer-assisted Video-on-Demand systems, taking into account essential aspects such as peer churn, bandwidth heterogeneity, and Zipf-like video popularity. Our results reveal that the catalog size and the content popularity distribution have a huge effect on the system performance. We show that users' cooperation can effectively reduce the servers' burden for a wide range of system parameters, confirming to be an attractive solution to limit the costs incurred by content providers as the system scales to large populations of user

    The streaming capacity of sparsely-connected P2P systems with distributed control

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    Peer-to-Peer (P2P) streaming technologies can take advantage of the upload capacity of clients, and hence can scale to large content distribution networks with lower cost. A fundamental question for P2P streaming systems is the maximum streaming rate that all users can sustain. Prior works have studied the optimal streaming rate for a complete network, where every peer is assumed to communicate with all other peers. This is however an impractical assumption in real systems. In this paper, we are interested in the achievable streaming rate when each peer can only connect to a small number of neighbors. We show that even with a random peer selection algorithm and uniform rate allocation, as long as each peer maintains Ω(logN) downstream neighbors, where N is the total number of peers in the system, the system can asymptotically achieve a streaming rate that is close to the optimal streaming rate of a complete network.We then extend our analysis to multi-channel P2P networks, and we study the scenario where "helpers" from channels with excessive upload capacity can help peers in channels with insufficient upload capacity. We show that by letting each peer select Ω(logN) neighbors randomly from either the peers in the same channel or from the helpers, we can achieve a close-to-optimal streaming capacity region. Simulation results are provided to verify our analysis. © 2011 IEEE.published_or_final_versionThe IEEE INFOCOM 2011, Shanghai, China, 10-15 April 2011. In Conference Proceedings, 2011, p. 1449-145

    How much can large-scale Video-On-Demand benefit from users’ cooperation?

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    We propose an analytical framework to tightly characterize the scaling laws for the additional bandwidth that servers must supply to guarantee perfect service in peer-assisted Video-on-Demand systems, taking into account essential aspects such as peer churn, bandwidth heterogeneity, and Zipf-like video popularity. Our results reveal that the catalog size and the content popularity distribution have a huge effect on the system performance. We show that users' cooperation can effectively reduce the servers' burden for a wide range of system parameters, confirming to be an attractive solution to limit the costs incurred by content providers as the system scales to large populations of users

    Partitioning and Offloading for IoT and Video Streaming Applications that Utilize Computing Resources at the Network Edge

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    The Internet of Things (IoT) is a concept in which physical objects embedded with sensors, actuators, and network connectivity can communicate and react to their surroundings. IoT applications connect physical objects for the purpose of decision making by sensing and analysing generated data from the embedded sensors in physical objects. IoT applications are growing rapidly as sensors become less expensive. Sensors generate large amounts of data that may meaningless unless the data is used to derive knowledge with in a certain period of time. Stream processing paradigm is used by IoT to provide requirements of IoT applications. In a stream processing paradigm, unlike traditional data bases, data is not stored but rather processed as it is generated. To transfer generated data from distributed data sources to a processing center such as cloud may not allow for real-time processing due to the network delay. Another high-demand application is live streaming of video. The performance of live video stream systems is inferior when there is a sudden large demand in the number of users. This thesis addresses some of the limitations of current architectures for video streaming systems and IoT applications based on the use of nearby computing resources (e.g., cloudlet, fog). First, we addressed the degrading performance in video stream systems when a flash crowd occurs. The performance of video streaming systems is affected by flash crowd and degrade the quality of service for subscribers to the content delivery system. A flash crowd happens when there is a sudden large increase in the number of users. Therefore, flash crowds increase network traffic for any particular server. The main challenge is to make sure that the video streaming system has sufficient capacity to handle the occurrence of flash crowds. Second, we address the limitation of current architectures for running mobile applications by introducing a dynamic partitioning and offloading of a mobile application. Mobile devices have limited resources including short battery life, storage capacity and processor performance. This limits the applications that can run on it. Mobile applications can be partitioned so that some of the application runs on a cloud. This works well for applications with relatively little data to be transferred and that do not have a high level of interaction with the user. Challenges with applications that have large amounts of data to be transferred and have a high level interactiveness is the high latency incurred by the network and packet loss of the wireless network. A mobile application can be partitioned so that part of it runs on a nearby computing resource e.g., fog node or cloudlet. This thesis presents a framework that introduces fine-grained offloading approach and support for runtime and dynamic partitioning of an application. Third, we present a solution for placement of stream operators over distributed fog nodes for live processing of data streams from geographically distributed data sources. This placement of stream operators takes place in such a way that it supports applications with a high volume of data that require real-time (or near real-time) analysis To this end, this thesis proposed a set of algorithms for placement of stream operators among fog nodes

    Walkabout : an asynchronous messaging architecture for mobile devices

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    Modern mobile devices are prolific producers and consumers of digital data, and wireless networking capabilities enable them to transfer their data over the Internet while moving. Applications running on these devices may perform transfers to upload data for backup or distribution, or to download new content on demand. Unfortunately, the limited connectivity that mobile devices experience can make these transfers slow and impractical as the amount of data increases. This thesis argues that asynchronous messaging supported by local proxies can improve the transfer capabilities of mobile devices, making it practical for them to participate in large Internet transfers. The design of the Walkabout architecture follows this approach: proxies form store-and-forward overlay networks to deliver messages asynchronously across the Internet on behalf of devices. A mobile device uploads a message to a local proxy at rapid speed, and the overlay delivers it to one or more destination devices, caching the message until each one is able to retrieve it from a local proxy. A device is able to partially upload or download a message whenever it has network connectivity, and can resume this transfer at any proxy if interrupted through disconnection. Simulation results show that Walkabout provides better throughput for mobile devices than is possible under existing methods, for a range of movement patterns. Upload and end-to-end to transfer speeds are always high when the device sending the message is mobile. In the basic Walkabout model, a message sent to a mobile device that is repeatedly moving between a small selection of connection points experiences high download and end-to-end transfer speeds, but these speeds fall as the number of connection points grows. Pre-emptive message delivery extensions improve this situation, making fast end-to-end transfers and device downloads possible under any pattern of movement. This thesis describes the design and evaluation of Walkabout, with both practical implementation and extensive simulation under real-world scenarios

    Recent Trends in Communication Networks

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    In recent years there has been many developments in communication technology. This has greatly enhanced the computing power of small handheld resource-constrained mobile devices. Different generations of communication technology have evolved. This had led to new research for communication of large volumes of data in different transmission media and the design of different communication protocols. Another direction of research concerns the secure and error-free communication between the sender and receiver despite the risk of the presence of an eavesdropper. For the communication requirement of a huge amount of multimedia streaming data, a lot of research has been carried out in the design of proper overlay networks. The book addresses new research techniques that have evolved to handle these challenges
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