78,469 research outputs found

    A simple Monte Carlo model for crowd dynamics

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    In this paper we introduce a simple Monte Carlo method for simulating the dynamics of a crowd. Within our model a collection of hard-disk agents is subjected to a series of two-stage steps, implying (i) the displacement of one specific agent followed by (ii) a rearrangement of the rest of the group through a Monte Carlo dynamics. The rules for the combined steps are determined by the specific setting of the granular flow, so that our scheme should be easily adapted to describe crowd dynamics issues of many sorts, from stampedes in panic scenarios to organized flow around obstacles or through bottlenecks. We validate our scheme by computing the serving times statistics of a group of agents crowding to be served around a desk. In the case of a size homogeneous crowd, we recover intuitive results prompted by physical sense. However, as a further illustration of our theoretical framework, we show that heterogeneous systems display a less obvious behavior, as smaller agents feature shorter serving times. Finally, we analyze our results in the light of known properties of non-equilibrium hard-disk fluids and discuss general implications of our model.Comment: to be published in Physical Review

    Managing big data experiments on smartphones

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    The explosive number of smartphones with ever growing sensing and computing capabilities have brought a paradigm shift to many traditional domains of the computing field. Re-programming smartphones and instrumenting them for application testing and data gathering at scale is currently a tedious and time-consuming process that poses significant logistical challenges. Next generation smartphone applications are expected to be much larger-scale and complex, demanding that these undergo evaluation and testing under different real-world datasets, devices and conditions. In this paper, we present an architecture for managing such large-scale data management experiments on real smartphones. We particularly present the building blocks of our architecture that encompassed smartphone sensor data collected by the crowd and organized in our big data repository. The given datasets can then be replayed on our testbed comprising of real and simulated smartphones accessible to developers through a web-based interface. We present the applicability of our architecture through a case study that involves the evaluation of individual components that are part of a complex indoor positioning system for smartphones, coined Anyplace, which we have developed over the years. The given study shows how our architecture allows us to derive novel insights into the performance of our algorithms and applications, by simplifying the management of large-scale data on smartphones

    Dynamic Resource Management in Clouds: A Probabilistic Approach

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    Dynamic resource management has become an active area of research in the Cloud Computing paradigm. Cost of resources varies significantly depending on configuration for using them. Hence efficient management of resources is of prime interest to both Cloud Providers and Cloud Users. In this work we suggest a probabilistic resource provisioning approach that can be exploited as the input of a dynamic resource management scheme. Using a Video on Demand use case to justify our claims, we propose an analytical model inspired from standard models developed for epidemiology spreading, to represent sudden and intense workload variations. We show that the resulting model verifies a Large Deviation Principle that statistically characterizes extreme rare events, such as the ones produced by "buzz/flash crowd effects" that may cause workload overflow in the VoD context. This analysis provides valuable insight on expectable abnormal behaviors of systems. We exploit the information obtained using the Large Deviation Principle for the proposed Video on Demand use-case for defining policies (Service Level Agreements). We believe these policies for elastic resource provisioning and usage may be of some interest to all stakeholders in the emerging context of cloud networkingComment: IEICE Transactions on Communications (2012). arXiv admin note: substantial text overlap with arXiv:1209.515

    The Price of Fog: a Data-Driven Study on Caching Architectures in Vehicular Networks

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    Vehicular users are expected to consume large amounts of data, for both entertainment and navigation purposes. This will put a strain on cellular networks, which will be able to cope with such a load only if proper caching is in place, this in turn begs the question of which caching architecture is the best-suited to deal with vehicular content consumption. In this paper, we leverage a large-scale, crowd-collected trace to (i) characterize the vehicular traffic demand, in terms of overall magnitude and content breakup, (ii) assess how different caching approaches perform against such a real-world load, (iii) study the effect of recommendation systems and local contents. We define a price-of-fog metric, expressing the additional caching capacity to deploy when moving from traditional, centralized caching architectures to a "fog computing" approach, where caches are closer to the network edge. We find that for location-specific contents, such as the ones that vehicular users are most likely to request, such a price almost disappears. Vehicular networks thus make a strong case for the adoption of mobile-edge caching, as we are able to reap the benefit thereof -- including a reduction in the distance traveled by data, within the core network -- with little or no of the associated disadvantages.Comment: ACM IoV-VoI 2016 MobiHoc Workshop, The 17th ACM International Symposium on Mobile Ad Hoc Networking and Computing: MobiHoc 2016-IoV-VoI Workshop, Paderborn, German

    Equilibrium joining probabilities for an M/G/1 queue

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    We study the customers' Nash equilibrium behavior in a single server observable queue with a Poisson arrival process and general service times. Each customer takes one decision: to join or not to join. Furthermore, he takes it upon arrival and no future regrets. The customers are homogenous with respect to their waiting cost linear function and with the reward associated with service completion. The cost of joining depends of others' behavior, and therefore a strategic game is formed here. A full recursive algorithm for computing the (possibly mixed) Nash equilibrium strategy is presented. Its out- put is queue dependent joining probabilities. We demonstrate that depending on the service distribution, this equilibrium is sometimes unique while at other times it is not. Also, the `follow the crowd' phenomenon holds in times, as is the case regarding the `avoid the crowd' phenomenon

    Enabling BOINC in infrastructure as a service cloud system

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    Volunteer or crowd computing is becoming increasingly popular for solving complex research problems from an increasingly diverse range of areas. The majority of these have been built using the Berkeley Open Infrastructure for Network Computing (BOINC) platform, which provides a range of different services to manage all computation aspects of a project. The BOINC system is ideal in those cases where not only does the research community involved need low-cost access to massive computing resources but also where there is a significant public interest in the research being done. We discuss the way in which cloud services can help BOINC-based projects to deliver results in a fast, on demand manner. This is difficult to achieve using volunteers, and at the same time, using scalable cloud resources for short on demand projects can optimize the use of the available resources. We show how this design can be used as an efficient distributed computing platform within the cloud, and outline new approaches that could open up new possibilities in this field, using Climateprediction.net (http://www.climateprediction.net/) as a case study
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