139 research outputs found

    Search strategies in unstructured overlays

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    Trabalho de projecto de mestrado em Engenharia Informática, apresentado à Universidade de Lisboa, através da Faculdade de Ciências, 2008Unstructured peer-to-peer networks have a low maintenance cost, high resilience and tolerance to the continuous arrival and departure of nodes. In these networks search is usually performed by flooding, which generates a high number of duplicate messages. To improve scalability, unstructured overlays evolved to a two-tiered architecture where regular nodes rely on special nodes, called supernodes or superpeers, to locate resources, thus reducing the scope of flooding based searches. While this approach takes advantage of node heterogeneity, it makes the overlay less resilient to accidental and malicious faults, and less attractive to users concerned with the consumption of their resources and who may not desire to commit additional resources that are required by nodes selected as superpeers. Another point of concern is churn, defined as the constant entry and departure of nodes. Churn affects both structured and unstructured overlay networks and, in order to build resilient search protocols, it must be taken into account. This dissertation proposes a novel search algorithm, called FASE, which combines a replication policy and a search space division technique to achieve low hop counts using a small number of messages, on unstructured overlays with nonhierarquical topologies. The problem of churn is mitigated by a distributed monitoring algorithm designed with FASE in mind. Simulation results validate FASE efficiency when compared to other search algorithms for peer-to-peer networks. The evaluation of the distributed monitoring algorithm shows that it maintains FASE performance when subjected to churn.Os sistemas peer-to-peer, como aplicações de partilha e distribuição de conteúdos ou voz-sobre-IP, são construídos sobre redes sobrepostas. Redes sobrepostas são redes virtuais que existem sobre uma rede subjacente, em que a topologia da rede sobreposta não tem de ter uma correspondência com a topologia da rede subjacente. Ao contrário das suas congéneres estruturadas, as redes sobrepostas não-estru-turadas não restringem a localização dos seus participantes, ou seja, não limitam a escolha de vizinhos de um dado nó, o que torna a sua manutenção mais simples. O baixo custo de manutenção das redes sobrepostas não-estruturadas torna estas especialmente adequadas para a construção de sistemas peer-to-peer capazes de tolerar o comportamento dinâmico dos seus participantes, uma vez que estas redes são permanentemente afectadas pela entrada e saída de nós na rede, um fénomeno conhecido como churn. O algoritmo de pesquisa mais comum em redes sobrepostas não-estruturadas consiste em inundar a rede, o que origina uma grande quantidade de mensagens duplicadas por cada pesquisa. A escalabilidade destes algoritmos é limitada porque consomem demasiados recursos da rede em sistemas com muitos participantes. Para reduzir o número de mensagens, as redes sobrepostas não-estruturadas podem ser organizadas em topologias hierárquicas. Nestas topologias alguns nós da rede, chamados supernós, assumem um papel mais importante, responsabilizando-se pela localização de objectos. A utilização de supernós cria novos problemas, como a sua selecção e a dependência da rede de uma pequena percentagem dos nós. Esta dissertação apresenta um novo algoritmo de pesquisa, chamado FASE, criado para operar sobre redes sobrepostas não estruturadas com topologias não-hierárquicas. Este algoritmo combina uma política de replicação com uma técnica de divisão do espaço de procura para resolver pesquisas ao alcançe de um número reduzido de saltos com o menor custo possível. Adicionalmente, o algoritmo procura nivelar a contribuição dos participantes, já que todos contribuem de uma forma semelhante para o desempenho da pesquisa. A estratégia seguida pelo algo- ritmo consiste em dividir tanto os nós da rede como as chaves dos seus conteúdos por diferentes “frequências” e replicar chaves nas respectivas frequências, sem, no entanto, limitar a localização de um nó ou impor uma estrutura à rede ou mesmo aplicar uma definição rígida de chave. Com o objectivo de mitigar o problema do churn, é apresentado um algoritmo de monitorização distribuído para as réplicas originadas pelo FASE. Os algoritmos propostos são avaliados através de simulações, que validam a eficiência do FASE quando comparado com outros algoritmos de pesquisa em redes sobrepostas não-estruturadas. É também demonstrado que o FASE mantém o seu desempenho em redes sob o efeito do churn quando combinado com o algoritmo de monitorização

    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

    Design and Evaluation of Distributed Algorithms for Placement of Network Services

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    Network services play an important role in the Internet today. They serve as data caches for websites, servers for multiplayer games and relay nodes for Voice over IP: VoIP) conversations. While much research has focused on the design of such services, little attention has been focused on their actual placement. This placement can impact the quality of the service, especially if low latency is a requirement. These services can be located on nodes in the network itself, making these nodes supernodes. Typically supernodes are selected in either a proprietary or ad hoc fashion, where a study of this placement is either unavailable or unnecessary. Previous research dealt with the only pieces of the problem, such as finding the location of caches for a static topology, or selecting better routes for relays in VoIP. However, a comprehensive solution is needed for dynamic applications such as multiplayer games or P2P VoIP services. These applications adapt quickly and need solutions based on the immediate demands of the network. In this thesis we develop distributed algorithms to assign nodes the role of a supernode. This research first builds off of prior work by modifying an existing assignment algorithm and implementing it in a distributed system called Supernode Placement in Overlay Topologies: SPOT). New algorithms are developed to assign nodes the supernode role. These algorithms are then evaluated in SPOT to demonstrate improved SN assignment and scalability. Through a series of simulation, emulation, and experimentation insight is gained into the critical issues associated with allocating resources to perform the role of supernodes. Our contributions include distributed algorithms to assign nodes as supernodes, an open source fully functional distributed supernode allocation system, an evaluation of the system in diverse networking environments, and a simulator called SPOTsim which demonstrates the scalability of the system to thousands of nodes. An example of an application deploying such a system is also presented along with the empirical results

    A lightweight distributed super peer election algorithm for unstructured dynamic P2P systems

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para obtenção do grau de Mestre em Engenharia Electrotécnica e de ComputadoresNowadays with the current growth of information exchange, and the increasing mobility of devices, it becomes essential to use technology to monitor this development. For that P2P networks are used, the exchange of information between agencies is facilitated, these now being applied in mobile networks, including MANETs, where they have special features such as the fact that they are semi-centralized, where it takes peers more ability to make a greater role in the network. But those peer with more capacity, which are used in the optimization of various parameters of these systems, such as optimization\to research, are difficult to identify due to the fact that the network does not have a fixed topology, be constantly changing, (we like to go online and offline, to change position, etc.) and not to allow the exchange of large messages. To this end, this thesis proposes a distributed election algorithm of us greater capacity among several possible goals, enhance research in the network. This includes distinguishing characteristics, such as election without global knowledge network, minimal exchange of messages, distributed decision made without dependence on us and the possibility of influencing the election outcome as the special needs of the network

    CliqueStream: an efficient and fault-resilient live streaming network on a clustered peer-to-peer overlay

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    Several overlay-based live multimedia streaming platforms have been proposed in the recent peer-to-peer streaming literature. In most of the cases, the overlay neighbors are chosen randomly for robustness of the overlay. However, this causes nodes that are distant in terms of proximity in the underlying physical network to become neighbors, and thus data travels unnecessary distances before reaching the destination. For efficiency of bulk data transmission like multimedia streaming, the overlay neighborhood should resemble the proximity in the underlying network. In this paper, we exploit the proximity and redundancy properties of a recently proposed clique-based clustered overlay network, named eQuus, to build efficient as well as robust overlays for multimedia stream dissemination. To combine the efficiency of content pushing over tree structured overlays and the robustness of data-driven mesh overlays, higher capacity stable nodes are organized in tree structure to carry the long haul traffic and less stable nodes with intermittent presence are organized in localized meshes. The overlay construction and fault-recovery procedures are explained in details. Simulation study demonstrates the good locality properties of the platform. The outage time and control overhead induced by the failure recovery mechanism are minimal as demonstrated by the analysis.Comment: 10 page

    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

    Relay path selection approaches in peer-to-peer VoIp systems

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    Multipath overlay routing technologies are seen as alternative solutions for VoIP because they inherit path diversity from peer-to-peer overlay networks. We discuss and compare the performances of two relay path selection approaches proposed for VoIP overlay systems through extensive simulations. We propose a new method for relay path computation that takes into account both path disjointness and other network quality factors (such as packet delay or loss). We further apply our method in different overlay network scenarios by varying the supernode distribution. It is found that there is a considerable improvement of path performance when relaying traffic through highly connected ASs using the new method

    Distributed connectivity service for a SIP infrastructure

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    Because of the constant reduction of available public network addresses and the necessity to secure networks, middleboxes such as network address translators and firewalls have become quite common. Because they are designed around the client-server paradigm, they break connectivity when protocols based on different paradigms are used (e.g., VoIP or P2P applications). Centralized solutions for middlebox traversal are not an optimal choice because they introduce bottlenecks and single point-of-failures. To overcome these issues, this article presents a distributed connectivity service solution that integrates relay functionality directly in user nodes. Although the article focuses on applications using the Session Initialization Protocol, the proposed solution is general and can be extended to other application scenario

    A heterogeneous peer-to-peer network testbed

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    In this paper, we describe a heterogeneous peer-to-peer network testbed, which is developed as part of a joint research project to investigate novel resource discovery and content distribution protocols in a heterogeneous wired/wireless environment. We describe the testbed requirements, the testbed architecture, the multi-functional wireless node, and the software architecture. We also describe some of the proposed protocols to be developed and tested on the testbed. © 2009 IEEE.published_or_final_versionThe 1st International Conference on Ubiquitous and Future Networks (ICUFN 2009), Hong Kong, 7-9 June 2009. In Proceedings of the 1st ICUFN, 2009, p. 46-5
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