260 research outputs found
Building Robust Distributed Infrastructure Networks
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
Towards a Framework for DHT Distributed Computing
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
Deaf, Dumb, and Chatting Robots, Enabling Distributed Computation and Fault-Tolerance Among Stigmergic Robot
We investigate ways for the exchange of information (explicit communication)
among deaf and dumb mobile robots scattered in the plane. We introduce the use
of movement-signals (analogously to flight signals and bees waggle) as a mean
to transfer messages, enabling the use of distributed algorithms among the
robots. We propose one-to-one deterministic movement protocols that implement
explicit communication. We first present protocols for synchronous robots. We
begin with a very simple coding protocol for two robots. Based on on this
protocol, we provide one-to-one communication for any system of n \geq 2 robots
equipped with observable IDs that agree on a common direction (sense of
direction). We then propose two solutions enabling one-to-one communication
among anonymous robots. Since the robots are devoid of observable IDs, both
protocols build recognition mechanisms using the (weak) capabilities offered to
the robots. The first protocol assumes that the robots agree on a common
direction and a common handedness (chirality), while the second protocol
assumes chirality only. Next, we show how the movements of robots can provide
implicit acknowledgments in asynchronous systems. We use this result to design
asynchronous one-to-one communication with two robots only. Finally, we combine
this solution with the schemes developed in synchronous settings to fit the
general case of asynchronous one-to-one communication among any number of
robots. Our protocols enable the use of distributing algorithms based on
message exchanges among swarms of Stigmergic robots. Furthermore, they provides
robots equipped with means of communication to overcome faults of their
communication device
AoI-based Multicast Routing over Voronoi Overlays with Minimal Overhead
The increasing pervasive and ubiquitous presence of devices at the edge of
the Internet is creating new scenarios for the emergence of novel services and
applications. This is particularly true for location- and context-aware
services. These services call for new decentralized, self-organizing
communication schemes that are able to face issues related to demanding
resource consumption constraints, while ensuring efficient locality-based
information dissemination and querying. Voronoi-based communication techniques
are among the most widely used solutions in this field. However, when used for
forwarding messages inside closed areas of the network (called Areas of
Interest, AoIs), these solutions generally require a significant overhead in
terms of redundant and/or unnecessary communications. This fact negatively
impacts both the devices' resource consumption levels, as well as the network
bandwidth usage. In order to eliminate all unnecessary communications, in this
paper we present the MABRAVO (Multicast Algorithm for Broadcast and Routing
over AoIs in Voronoi Overlays) protocol suite. MABRAVO allows to forward
information within an AoI in a Voronoi network using only local information,
reaching all the devices in the area, and using the lowest possible number of
messages, i.e., just one message for each node included in the AoI. The paper
presents the mathematical and algorithmic descriptions of MABRAVO, as well as
experimental findings of its performance, showing its ability to reduce
communication costs to the strictly minimum required.Comment: Submitted to: IEEE Access; CodeOcean: DOI:10.24433/CO.1722184.v1;
code: https://github.com/michelealbano/mabrav
Solving key design issues for massively multiplayer online games on peer-to-peer architectures
Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and
scale on the Internet and are predominantly implemented by Client/Server architectures.
While such a classical approach to distributed system design offers many benefits, it suffers
from significant technical and commercial drawbacks, primarily reliability and scalability
costs. This realisation has sparked recent research interest in adapting MMOGs
to Peer-to-Peer (P2P) architectures.
This thesis identifies six key design issues to be addressed by P2P MMOGs, namely
interest management, event dissemination, task sharing, state persistency, cheating mitigation,
and incentive mechanisms. Design alternatives for each issue are systematically
compared, and their interrelationships discussed. How well representative P2P MMOG
architectures fulfil the design criteria is also evaluated. It is argued that although P2P
MMOG architectures are developing rapidly, their support for task sharing and incentive
mechanisms still need to be improved.
The design of a novel framework for P2P MMOGs, Mediator, is presented. It employs a
self-organising super-peer network over a P2P overlay infrastructure, and addresses the
six design issues in an integrated system. The Mediator framework is extensible, as it
supports flexible policy plug-ins and can accommodate the introduction of new superpeer
roles. Key components of this framework have been implemented and evaluated
with a simulated P2P MMOG.
As the Mediator framework relies on super-peers for computational and administrative
tasks, membership management is crucial, e.g. to allow the system to recover from
super-peer failures. A new technology for this, namely Membership-Aware Multicast
with Bushiness Optimisation (MAMBO), has been designed, implemented and evaluated.
It reuses the communication structure of a tree-based application-level multicast
to track group membership efficiently. Evaluation of a demonstration application shows
i
that MAMBO is able to quickly detect and handle peers joining and leaving. Compared
to a conventional supervision architecture, MAMBO is more scalable, and yet incurs
less communication overheads. Besides MMOGs, MAMBO is suitable for other P2P
applications, such as collaborative computing and multimedia streaming.
This thesis also presents the design, implementation and evaluation of a novel task
mapping infrastructure for heterogeneous P2P environments, Deadline-Driven Auctions
(DDA). DDA is primarily designed to support NPC host allocation in P2P MMOGs, and
specifically in the Mediator framework. However, it can also support the sharing of computational
and interactive tasks with various deadlines in general P2P applications. Experimental
and analytical results demonstrate that DDA efficiently allocates computing
resources for large numbers of real-time NPC tasks in a simulated P2P MMOG with approximately
1000 players. Furthermore, DDA supports gaming interactivity by keeping
the communication latency among NPC hosts and ordinary players low. It also supports
flexible matchmaking policies, and can motivate application participants to contribute
resources to the system
Localization Enhanced Mobile Networks
The interest in mobile ad-hoc networks (MANETs) and often more precisely vehicular ad-hoc networks (VANETs) is steadily growing with many new applications, and even anticipated support in the emerging 5G networks. Particularly in outdoor scenarios, there are different mechanisms to make the mobile nodes aware of their geographical location at all times. The location information can be utilized at different layers of the protocol stack to enhance communication services in the network. Specifically, geographical routing can facilitate route management with smaller overhead than the traditional proactive and reactive routing protocols. In order to achieve similar advantages for radio resource management (RRM) and multiple access protocols, the concept of virtual cells is devised to exploit fully distributed knowledge of node locations. The virtual cells define clusters of MANET nodes assuming a predefined set of geographically distributed anchor points. It enables fast response of the network to changes in the nodes spatial configuration. More importantly, the notion of geographical location can be generalized to other shared contexts which can be learned or otherwise acquired by the network nodes. The strategy of enhancing communication services by shared contexts is likely to be one of the key features in the beyond-5G networks
- …