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2011 19th IEEE International Conference on Network Protocols最新文献

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Gaming over COPSS: A content centric communication infrastructure for gaming applications 基于COPSS的游戏:游戏应用程序的以内容为中心的通信基础设施
Pub Date : 2011-10-17 DOI: 10.1109/ICNP.2011.6089039
Jiachen Chen, M. Arumaithurai, Xiaoming Fu, K. Ramakrishnan
Supporting Massively Multiplayer Online Role Playing Games (MMORPG) is a significant challenge. MMORPGs have become very popular because of their attractive structuring and incorporation of realistic and creative scenarios. World of Warcraft and Counter-Strike are examples of such games and are characterized by high interactivity (need very low network latency). Every action an individual player performs typically needs to be communicated to all the related players and the players need to react according to the ‘current’ environment and the cumulative actions of all the players. Games like Second Life involve a large number of players and require a persistent view of the world that is usually managed by a dedicated server (e.g., one that is hosted by the game's publisher). The load on such a server for player management and communication can be significant, and is likely to be a source of substantial latency. A problem in designing a MMORPG is that of determining the related players for every action and disseminate these actions and the changed environment to the relevant players in a scalable manner with very low latency. For games where the environment is divided into regions that different groups of players may have varying amounts of visibility, it is desirable to sub-divide the environment into hierarchical regions. We envisage incorporating the notion of a “multi-layer hierarchical map”. While such capabilities exist in some limited form in selected games, such as Second Life (where players share a global map), they may be useful in a wide range of interactive MMORPG. A server-based infrastructure is likely to have more difficulty with providing this capability because of the communication and processing (customized for each individual player) requirements.
支持大型多人在线角色扮演游戏(MMORPG)是一个重大挑战。mmorpg因为其具有吸引力的结构以及结合了现实和创造性的场景而变得非常受欢迎。《魔兽世界》和《反恐精英》就是这类游戏的典型,它们的特点是交互性强(需要非常低的网络延迟)。单个玩家执行的每个行动都需要传达给所有相关玩家,玩家需要根据“当前”环境和所有玩家的累积行动做出反应。像《第二人生》这样的游戏包含了大量的玩家,并且需要一个由专用服务器(游戏邦注:例如,由游戏发行商托管的服务器)管理的持久的世界视图。这种用于玩家管理和通信的服务器上的负载可能非常大,并且可能是大量延迟的来源。设计MMORPG的一个问题是确定每个行动的相关玩家,并以极低延迟的可扩展方式将这些行动和变化的环境传播给相关玩家。对于那些将环境划分为不同玩家群体可能拥有不同可见性的区域的游戏来说,将环境细分为层次区域是可取的。我们设想纳入“多层分层地图”的概念。虽然这种功能在某些特定的游戏中以某种有限的形式存在,比如《第二人生》(玩家共享全球地图),但它们可能在许多交互式MMORPG中很有用。基于服务器的基础设施在提供此功能时可能会遇到更大的困难,因为需要通信和处理(为每个单独的玩家定制)需求。
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引用次数: 3
Probabilistic verification of BGP convergence BGP收敛的概率验证
Pub Date : 2011-10-17 DOI: 10.1109/ICNP.2011.6089037
Soroush Haeri, D. Kresic, L. Trajković
The Border Gateway Protocol (BGP) is the de facto Internet routing protocol. Various aspects of the BGP protocol have been analyzed using mathematical and experimental approaches. Formal verification of BGP specification validates whether or not a specific set of requirements is satisfied. In resent years, the probabilistic behavior of BGP has been explored. The size of routing tables has been modeled as a stochastic process that changes over time according to some probability distribution function. Hence, the verification of BGP may also be probabilistic in nature due to its randomized behavior. In this paper, we present a probabilistic model checking approach to analyze BGP convergence properties that may be employed to automate the BGP convergence analysis.
边界网关协议(BGP)是事实上的Internet路由协议。利用数学和实验方法对BGP协议的各个方面进行了分析。BGP规范的形式化验证是为了验证是否满足一组特定的需求。近年来,人们对BGP的概率行为进行了研究。路由表的大小被建模为一个随机过程,它根据某个概率分布函数随时间变化。因此,由于BGP的随机行为,其验证也可能具有概率性。在本文中,我们提出了一种概率模型检查方法来分析BGP收敛特性,该方法可以用于BGP收敛分析的自动化。
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引用次数: 3
Source address validation solution with OpenFlow/NOX architecture 使用OpenFlow/NOX架构的源地址验证解决方案
Pub Date : 2011-10-17 DOI: 10.1109/ICNP.2011.6089085
Guang Yao, J. Bi, Peiyao Xiao
Current Internet is lack of validation on source IP address, resulting in many security threats. The future Internet can face the similar routing locator spoofing problem without careful design. The current in-progress source address validation standard, i.e., SAVI, is not of enough protection due to the solution space constraint. In this article, a mechanism named VAVE is proposed to improve the SAVI solutions. VAVE employs OpenFlow protocol, which provides the de facto standard network innovation interface, to solve source address validation problem with a global view. Significant improvements can be found from our evaluation results.
当前互联网缺乏对源IP地址的验证,导致了许多安全威胁。未来的互联网如果没有精心设计,也会面临类似的路由定位器欺骗问题。目前正在进行的源地址验证标准,即SAVI,由于解决方案空间的限制,不能提供足够的保护。本文提出了一种名为VAVE的机制来改进SAVI解决方案。VAVE采用OpenFlow协议,提供了事实上的标准网络创新接口,以全局视图解决源地址验证问题。从我们的评估结果中可以发现显著的改进。
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引用次数: 122
Dynamic Window Coupling for multipath congestion control 多路径拥塞控制的动态窗口耦合
Pub Date : 2011-10-17 DOI: 10.1109/ICNP.2011.6089073
S. Hassayoun, J. Iyengar, David Ros
The traditional problem of end-hosts efficiently and fairly utilizing end-to-end paths becomes significantly harder when the end-hosts are multihomed. Such is the case, for instance, when an end-host has simultaneous connectivity through several service providers, or when a mobile device is simultaneously connected via both a wireless LAN and a cellular network. A multihoming-aware transport protocol, such as MPTCP or SCTP, that sends data over the multiple resulting end-to-end paths must be fair to other flows in the network while being able to maximize its own throughput. In this paper, we present Dynamic Window Coupling (DWC), a multipath congestion control mechanism that seeks to achieve both these goals. DWC uses loss and delay signals to detect shared bottlenecks, explicitly grouping and sharing congestion control across subflows on paths that have a common bottleneck, while separating congestion control for subflows on paths with distinct bottlenecks. DWC detects shifting bottlenecks in the network and responds by dynamically regrouping subflows. Simulations demonstrate that DWC detects shared bottlenecks under most network topologies and conditions that we considered, regroups subflows correctly as bottlenecks shift, aggregates throughput across distinct bottlenecks, and is fair to other TCP flows at all bottlenecks.
当终端主机是多宿主时,有效和公平地利用端到端路径的传统问题变得更加困难。例如,当终端主机通过几个服务提供商同时连接时,或者当移动设备通过无线局域网和蜂窝网络同时连接时,就是这种情况。能够感知多宿主的传输协议,如MPTCP或SCTP,通过产生的多个端到端路径发送数据,必须对网络中的其他流公平,同时能够最大化其自身的吞吐量。在本文中,我们提出了动态窗口耦合(DWC),这是一种寻求实现这两个目标的多路径拥塞控制机制。DWC使用损失和延迟信号来检测共享瓶颈,显式地在具有共同瓶颈的路径上的子流之间分组和共享拥塞控制,同时在具有不同瓶颈的路径上为子流分离拥塞控制。DWC检测网络中的移动瓶颈,并通过动态重新分组子流来响应。模拟表明,DWC在我们考虑的大多数网络拓扑和条件下检测共享瓶颈,在瓶颈转移时正确地重新分组子流,跨不同瓶颈聚合吞吐量,并且在所有瓶颈上对其他TCP流是公平的。
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引用次数: 60
Generalized graph products for network design and analysis 网络设计与分析的广义图积
Pub Date : 2011-10-17 DOI: 10.1109/ICNP.2011.6089084
Eric Parsonage, H. Nguyen, R. Bowden, Simon Knight, Nickolas J. G. Falkner, M. Roughan
Network design, as it is currently practiced, involves putting devices together to create a network. However, a network is more than the sum of its parts, both in terms of the services it provides, and the potential for bugs. Devices are important, but their combination into a network should follow from expression of high-level policy, not the minutiae of network device configuration. Ideally we want to consider the network as a whole object. In this paper we develop generalized graph products that allow the mathematical design of a network in terms of small subgraphs that directly express business policy. The result is a flexible algebraic description of networks suitable for manipulation and proof. The approach is more than just design — it allows for analysis of existing networks providing an understanding of the policies used in their construction, something which can be difficult if the original designers no longer work on that network. We apply the approach to several real world networks to demonstrate how it can provide insight, and improve design.
网络设计,正如它目前的实践,包括把设备放在一起创建一个网络。然而,就其提供的服务和潜在的错误而言,网络不仅仅是各部分的总和。设备很重要,但是将它们组合到网络中应该遵循高级策略的表达,而不是网络设备配置的细枝末节。理想情况下,我们希望将网络视为一个整体。在本文中,我们开发了广义图积,它允许用直接表示业务策略的小子图来进行网络的数学设计。其结果是一种适合于操作和证明的灵活的网络代数描述。这种方法不仅仅是设计——它允许对现有网络进行分析,从而了解其建设中使用的策略,如果最初的设计者不再在该网络上工作,这可能会很困难。我们将这种方法应用于几个现实世界的网络,以展示它如何提供洞察力,并改进设计。
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引用次数: 28
Efficient and fast distributed top-k query protocol in wireless sensor networks 无线传感器网络中高效快速的分布式top-k查询协议
Pub Date : 2011-10-17 DOI: 10.1109/ICNP.2011.6089087
Shaojie Tang, Xufei Mao, Xiangyang Li
In this paper, we focus on designing efficient query of top-k data produced by sensor nodes in a wireless sensor network (WSN). Assume that we are given a connected WSN of diameter D, consisting of n nodes with maximum node degree Δ. Two different models are studied. In the first model, each node holds a numeric element, the goal is to determine the top-k smallest (or biggest) of these elements from all nodes. In the second model, there are m objects in set ℒ, each node vi, 1 ≤ i ≤ n holds a numeric value Sj(vi) for each object Lj ∈ ℒ,1 ≤ j ≤ m, the goal is to find the k objects in ℒ with the k smallest (or biggest) aggregated values /(sj(u1), Sj(v2), ..., Sj(vn)), where f is an aggregation function given in advance. We propose both fast and message efficient methods for conducting top-k queries in the two aforementioned models. Following that we study the minimum delay and messages required by any distributed method for top-k queries in both models. Our analysis shows that our methods are almost optimum. We conducted extensive experiments in both testbed and simulations to study the practical performances of our methods.
本文主要研究无线传感器网络中传感器节点产生的top-k数据的高效查询问题。假设给定一个直径为D的连通WSN,由n个节点组成,节点度最大为Δ。研究了两种不同的模型。在第一个模型中,每个节点都包含一个数字元素,目标是确定所有节点中这些元素的top-k最小(或最大)。在第二个模型中,集合f中有m个对象,每个节点vi, 1≤i≤n,对于每个对象Lj∈f,1≤j≤m,都保留一个数值Sj(vi),目标是求出集合f中k个对象的k个最小(或最大)聚合值/(Sj(u1), Sj(v2),…, Sj(vn)),其中f为事先给定的聚合函数。我们提出了在上述两个模型中执行top-k查询的快速和消息高效的方法。接下来,我们研究了两个模型中top-k查询的任何分布式方法所需的最小延迟和消息。我们的分析表明,我们的方法几乎是最佳的。我们在测试平台和模拟中进行了大量的实验来研究我们的方法的实际性能。
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引用次数: 12
Scalable routing easy as PIE: A practical isometric embedding protocol 可扩展路由容易为PIE:一个实用的等距嵌入协议
Pub Date : 2011-10-17 DOI: 10.1109/ICNP.2011.6089081
J. Herzen, C. Westphal, Patrick Thiran
We present PIE, a scalable routing scheme that achieves 100% packet delivery and low path stretch. It is easy to implement in a distributed fashion and works well when costs are associated to links. Scalability is achieved by using virtual coordinates in a space of concise dimensionality, which enables greedy routing based only on local knowledge. PIE is a general routing scheme, meaning that it works on any graph. We focus however on the Internet, where routing scalability is an urgent concern. We show analytically and by using simulation that the scheme scales extremely well on Internet-like graphs. In addition, its geometric nature allows it to react efficiently to topological changes or failures by finding new paths in the network at no cost, yielding better delivery ratios than standard algorithms. The proposed routing scheme needs an amount of memory polylogarithmic in the size of the network and requires only local communication between the nodes. Although each node constructs its coordinates and routes packets locally, the path stretch remains extremely low, even lower than for centralized or less scalable state-of-the-art algorithms: PIE always finds short paths and often enough finds the shortest paths.
我们提出了PIE,一种可扩展的路由方案,可以实现100%的数据包传输和低路径延伸。它很容易以分布式方式实现,并且当成本与链接相关联时效果很好。可扩展性是通过在简洁维空间中使用虚拟坐标来实现的,这使得贪婪路由仅基于局部知识。PIE是一种通用的路由方案,这意味着它适用于任何图。然而,我们关注的是Internet,其中路由可伸缩性是一个迫切需要关注的问题。我们通过分析和模拟表明,该方案在类似互联网的图形上非常好地扩展。此外,它的几何特性允许它通过在网络中免费寻找新路径来有效地对拓扑变化或故障做出反应,从而产生比标准算法更好的交付率。所提出的路由方案需要网络大小的多对数内存量,并且只需要节点之间的本地通信。尽管每个节点都在本地构造自己的坐标并路由数据包,但路径扩展仍然非常低,甚至低于集中式或可伸缩性较差的最先进算法:PIE总是找到短路径,而且经常找到最短路径。
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引用次数: 45
IPv6 evolution, stability and deployment IPv6的演进、稳定性和部署
Pub Date : 2011-10-17 DOI: 10.1109/ICNP.2011.6089035
Xiaoke Jiang, J. Bi, Yangyang Wang, Zhijie He, Wei Zhang, Hongcheng Tian
Our subject focuses on IPv6 network, which develops for more than 10 years. How IPv6 evolve in those years? Is IPv6 network mature enough to undertake the load produced by users? Can we find some principles to guide IPv6 deployment, which make the whole network more robust and efficiency? This paper tries to answer these questions with in-depth statistics. Good news is that network is growing at a speed of O(d2) (d is time) after 2006, moreover, network itself and its routing system become more and more stable. And we explore special properties of this preliminary network, We find that distribution of AS degree follows "Power-Law Distribution", but AS-level topology cannot be described as "Small-World Model" properly. We also propose a method to define the importance of AS and give a simple principle of IPv6 deployment. We even build "6Stats Project"[1] to provide data which help deploy IPv6.
本课题主要研究发展了十多年的IPv6网络。IPv6在这些年是如何发展的?IPv6网络是否足够成熟,能够承担用户产生的负荷?我们能否找到一些原则来指导IPv6的部署,使整个网络更加健壮和高效?本文试图用深入的统计来回答这些问题。好消息是,2006年以后网络以O(d2) (d为时间)的速度增长,而且网络本身及其路由系统变得越来越稳定。并对该初步网络的特殊性质进行了探讨,发现AS度的分布遵循“幂律分布”,但AS级拓扑结构不能恰当地描述为“小世界模型”。我们还提出了一种定义自治系统重要性的方法,并给出了IPv6部署的简单原则。我们甚至建立了“6Stats项目”[1]来提供有助于部署IPv6的数据。
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引用次数: 2
Moving bits from 3G to metro-scale WiFi for vehicular network access: An integrated transport layer solution 将比特从3G移动到城域WiFi,用于车载网络接入:一种集成传输层解决方案
Pub Date : 2011-10-17 DOI: 10.1109/ICNP.2011.6089074
Xiaoxiao Hou, P. Deshpande, Samir R Das
We investigate a transport layer protocol design that integrates 3G and WiFi networks, specifically targeting vehicular mobility. The goal is to move load from the expensive 3G network to the less expensive WiFi network without hurting the user experience. As the test platform we choose a nationwide 3G network and a commercially operated metro-scale WiFi network. We exploit the often complementary characteristics of these networks for a hybrid design at the transport layer. To this end, we modify the stock Linux SCTP implementation to support ‘striping’ across multiple interfaces and the ability to handle frequent path failures and recovery in a seamless fashion. Instead of simply striping data over two network connections, we develop a utility and cost-based formulation that decides the right amount of load that can be put on the 3G network to maximize the user's benefit. We develop and experiment with a transport level scheduler to do this. We call the new SCTP design as oSCTP, meaning ‘SCTP to be used for offloading.’ We demonstrate the effectiveness of oSCTP and show that it is able to deliver superior network throughput and user experience, while significantly reducing the load on the 3G network.
我们研究了一种集成3G和WiFi网络的传输层协议设计,特别针对车辆移动性。其目标是在不影响用户体验的情况下,将负载从昂贵的3G网络转移到更便宜的WiFi网络。作为测试平台,我们选择了一个全国性的3G网络和一个商业运营的城域WiFi网络。我们利用这些网络的互补特性,在传输层进行混合设计。为此,我们修改了现有的Linux SCTP实现,以支持跨多个接口的“条带化”,以及以无缝方式处理频繁的路径故障和恢复的能力。我们不是简单地在两个网络连接上分割数据,而是开发了一种基于效用和成本的公式,该公式决定了可以放在3G网络上的适当负载量,以最大限度地提高用户的利益。为此,我们开发并试验了一个传输级调度器。我们将新的SCTP设计称为oSCTP,意思是用于卸载的SCTP。“我们证明了oSCTP的有效性,并表明它能够提供卓越的网络吞吐量和用户体验,同时显著降低3G网络的负载。
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引用次数: 66
Network fault localization with small TCB 基于小TCB的网络故障定位
Pub Date : 2011-10-17 DOI: 10.1109/ICNP.2011.6089046
Xin Zhang, Zongwei Zhou, Geoffrey Hasker, A. Perrig, V. Gligor
Clear evidence indicates the existence of compromised routers in ISP and enterprise networks. Fault localization (FL) protocols enable a network to localize specific links of compromised routers sabotaging network data delivery and are recognized as an essential means to enhancing network availability in the face of targeted attacks. However, theoretically proven lower bounds have shown that secure FL protocols in the current network infrastructure inevitably incur prohibitive overhead. We observe the current limits are due to a lack of trust relationships among network nodes. We demonstrate that we can achieve much higher FL efficiency by leveraging trusted computing technology to design a trusted network-layer architecture, Tru eN et, with a small Trusted Computing Base (TCB). We intend Tru e N e t to serve as a case study that demonstrates trusted computing's ability in yielding tangible and measurable benefits for secure network protocol designs.
明确的证据表明,在ISP和企业网络中存在被入侵的路由器。故障定位(FL)协议使网络能够对破坏网络数据传输的受损路由器的特定链路进行定位,并且被认为是面对针对性攻击时增强网络可用性的重要手段。然而,理论上证明的下限表明,在当前的网络基础设施中,安全FL协议不可避免地会产生令人望而却步的开销。我们观察到目前的限制是由于网络节点之间缺乏信任关系。我们证明,通过利用可信计算技术设计具有小型可信计算基础(TCB)的可信网络层架构truenet,我们可以实现更高的FL效率。我们打算将trueneet作为一个案例研究,展示可信计算在为安全网络协议设计提供切实和可衡量的好处方面的能力。
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引用次数: 27
期刊
2011 19th IEEE International Conference on Network Protocols
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