631 research outputs found

    Estimating and Sampling Graphs with Multidimensional Random Walks

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    Estimating characteristics of large graphs via sampling is a vital part of the study of complex networks. Current sampling methods such as (independent) random vertex and random walks are useful but have drawbacks. Random vertex sampling may require too many resources (time, bandwidth, or money). Random walks, which normally require fewer resources per sample, can suffer from large estimation errors in the presence of disconnected or loosely connected graphs. In this work we propose a new mm-dimensional random walk that uses mm dependent random walkers. We show that the proposed sampling method, which we call Frontier sampling, exhibits all of the nice sampling properties of a regular random walk. At the same time, our simulations over large real world graphs show that, in the presence of disconnected or loosely connected components, Frontier sampling exhibits lower estimation errors than regular random walks. We also show that Frontier sampling is more suitable than random vertex sampling to sample the tail of the degree distribution of the graph

    Multiple Random Walks to Uncover Short Paths in Power Law Networks

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    Consider the following routing problem in the context of a large scale network GG, with particular interest paid to power law networks, although our results do not assume a particular degree distribution. A small number of nodes want to exchange messages and are looking for short paths on GG. These nodes do not have access to the topology of GG but are allowed to crawl the network within a limited budget. Only crawlers whose sample paths cross are allowed to exchange topological information. In this work we study the use of random walks (RWs) to crawl GG. We show that the ability of RWs to find short paths bears no relation to the paths that they take. Instead, it relies on two properties of RWs on power law networks: 1) RW's ability observe a sizable fraction of the network edges; and 2) an almost certainty that two distinct RW sample paths cross after a small percentage of the nodes have been visited. We show promising simulation results on several real world networks

    Planting trees in graphs, and finding them back

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    In this paper we study detection and reconstruction of planted structures in Erd\H{o}s-R\'enyi random graphs. Motivated by a problem of communication security, we focus on planted structures that consist in a tree graph. For planted line graphs, we establish the following phase diagram. In a low density region where the average degree λ\lambda of the initial graph is below some critical value λc=1\lambda_c=1, detection and reconstruction go from impossible to easy as the line length KK crosses some critical value f(λ)ln(n)f(\lambda)\ln(n), where nn is the number of nodes in the graph. In the high density region λ>λc\lambda>\lambda_c, detection goes from impossible to easy as KK goes from o(n)o(\sqrt{n}) to ω(n)\omega(\sqrt{n}), and reconstruction remains impossible so long as K=o(n)K=o(n). For DD-ary trees of varying depth hh and 2DO(1)2\le D\le O(1), we identify a low-density region λ<λD\lambda<\lambda_D, such that the following holds. There is a threshold h=g(D)ln(ln(n))h*=g(D)\ln(\ln(n)) with the following properties. Detection goes from feasible to impossible as hh crosses hh*. We also show that only partial reconstruction is feasible at best for hhh\ge h*. We conjecture a similar picture to hold for DD-ary trees as for lines in the high-density region λ>λD\lambda>\lambda_D, but confirm only the following part of this picture: Detection is easy for DD-ary trees of size ω(n)\omega(\sqrt{n}), while at best only partial reconstruction is feasible for DD-ary trees of any size o(n)o(n). These results are in contrast with the corresponding picture for detection and reconstruction of {\em low rank} planted structures, such as dense subgraphs and block communities: We observe a discrepancy between detection and reconstruction, the latter being impossible for a wide range of parameters where detection is easy. This property does not hold for previously studied low rank planted structures

    Static assignment of complex stochastic tasks using stochastic majorization

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    We consider the problem of statically assigning many tasks to a (smaller) system of homogeneous processors, where a task's structure is modeled as a branching process, and all tasks are assumed to have identical behavior. We show how the theory of majorization can be used to obtain a partial order among possible task assignments. Our results show that if the vector of numbers of tasks assigned to each processor under one mapping is majorized by that of another mapping, then the former mapping is better than the latter with respect to a large number of objective functions. In particular, we show how measurements of finishing time, resource utilization, and reliability are all captured by the theory. We also show how the theory may be applied to the problem of partitioning a pool of processors for distribution among parallelizable tasks

    Go-With-The-Winner: Client-Side Server Selection for Content Delivery

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    Content delivery networks deliver much of the web and video content in the world by deploying a large distributed network of servers. We model and analyze a simple paradigm for client-side server selection that is commonly used in practice where each user independently measures the performance of a set of candidate servers and selects the one that performs the best. For web (resp., video) delivery, we propose and analyze a simple algorithm where each user randomly chooses two or more candidate servers and selects the server that provided the best hit rate (resp., bit rate). We prove that the algorithm converges quickly to an optimal state where all users receive the best hit rate (resp., bit rate), with high probability. We also show that if each user chose just one random server instead of two, some users receive a hit rate (resp., bit rate) that tends to zero. We simulate our algorithm and evaluate its performance with varying choices of parameters, system load, and content popularity.Comment: 15 pages, 9 figures, published in IFIP Networking 201

    MSPlayer: Multi-Source and multi-Path LeverAged YoutubER

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    Online video streaming through mobile devices has become extremely popular nowadays. YouTube, for example, reported that the percentage of its traffic streaming to mobile devices has soared from 6% to more than 40% over the past two years. Moreover, people are constantly seeking to stream high quality video for better experience while often suffering from limited bandwidth. Thanks to the rapid deployment of content delivery networks (CDNs), popular videos are now replicated at different sites, and users can stream videos from close-by locations with low latencies. As mobile devices nowadays are equipped with multiple wireless interfaces (e.g., WiFi and 3G/4G), aggregating bandwidth for high definition video streaming has become possible. We propose a client-based video streaming solution, MSPlayer, that takes advantage of multiple video sources as well as multiple network paths through different interfaces. MSPlayer reduces start-up latency and provides high quality video streaming and robust data transport in mobile scenarios. We experimentally demonstrate our solution on a testbed and through the YouTube video service.Comment: accepted to ACM CoNEXT'1
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