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2022 IEEE 21st International Symposium on Network Computing and Applications (NCA)最新文献

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BFT-Blocks: The Case for Analyzing Networking in Byzantine Fault Tolerant Consensus BFT-Blocks:分析拜占庭容错共识网络的案例
Pub Date : 2022-12-14 DOI: 10.1109/NCA57778.2022.10013509
Richard Von Seck, F. Rezabek, Benedikt Jaeger, Sebastian Gallenmüller, G. Carle
Byzantine fault tolerant (BFT) consensus allows the construction of robust, distributed systems via the state-machine replication (SMR) approach. Still, after more than 40 years of research, limitations on performance and scalability for practical systems remain. A large corpus of existing work improves on consensus complexity, performance and introduces a multitude of optimization techniques. The state-of-the-art is complex. On the other hand, many protocols designed for practical deployments are built on strong, common assumptions about underlying communication and authentication primitives. To fulfill these assumptions, often, commodity tools and libraries are employed without further analysis and caution for negative interplay.Instead of contributing to the existing complexity, we choose a different approach. In this paper, we outline the feasibility and potential impact of the optimization of common building blocks of BFT-SMR systems. We systemize existing work in terms of common model assumptions and identify optimization potential. Finally, we choose the building block of networking transport as a representative example and analyze its optimization space, both in context of general BFT-SMR systems and a case study of the HotStuff protocol. We describe behavior, challenges, and desired configuration of network transports for use in byzantine agreement, and identify lossy links as the main catalyst for significant performance differences between protocols and configurations.
拜占庭容错(BFT)共识允许通过状态机复制(SMR)方法构建健壮的分布式系统。尽管如此,经过40多年的研究,实际系统的性能和可扩展性仍然存在限制。现有工作的大量语料库提高了共识的复杂性和性能,并引入了大量优化技术。最先进的技术很复杂。另一方面,许多为实际部署而设计的协议是建立在关于底层通信和身份验证原语的强大的、通用的假设之上的。为了实现这些假设,通常,在没有进一步分析和注意负面相互作用的情况下,使用了商品工具和库。我们选择了一种不同的方法,而不是增加现有的复杂性。在本文中,我们概述了优化BFT-SMR系统共同构建模块的可行性和潜在影响。我们根据共同的模型假设系统化现有的工作,并确定优化潜力。最后,我们选择网络传输的构建块作为一个代表性的例子,并分析了其优化空间,在一般的BFT-SMR系统和HotStuff协议的情况下。我们描述了用于拜占庭协议的网络传输的行为、挑战和所需配置,并将有损链接确定为协议和配置之间显著性能差异的主要催化剂。
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引用次数: 0
On using Cellular Automata for Modeling the Evolution of Dynamic-Link Network Parameters 基于元胞自动机的动态链路网络参数演化建模研究
Pub Date : 2022-12-14 DOI: 10.1109/NCA57778.2022.10013557
Erick Petersen, Jorge López, N. Kushik, Claude Poletti, D. Zeghlache
We present a novel formalism for describing the evolution of dynamic-link network parameters; it is based on the Cellular Automaton (CA) model. Such formalism is of wide-use for modeling natural (e.g., physical, chemical, etc.) processes. We propose a particular model and survey the related work, with respect to the use of CA to simulate various communication networks. We showcase the flexibility of the proposed approach to model different evolution patterns. These patterns can be used to emulate / simulate different network scenarios (states of the network parameters), and test novel implementations under distinct conditions. Additionally, we propose an algorithm for guaranteeing that the described patterns hold properties of interest, within a bounded time.
提出了一种描述动态链路网络参数演化的新形式;它基于元胞自动机(CA)模型。这种形式主义广泛用于自然过程(例如,物理、化学等)的建模。我们提出了一个特定的模型,并概述了有关使用CA来模拟各种通信网络的相关工作。我们展示了所提出的方法对不同演化模式建模的灵活性。这些模式可用于模拟不同的网络场景(网络参数的状态),并在不同的条件下测试新的实现。此外,我们提出了一种算法来保证所描述的模式在有限的时间内保持感兴趣的属性。
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引用次数: 0
Mobility-aware Multi-Access Edge Computing for Multiplayer Augmented and Virtual Reality Gaming 面向多人增强和虚拟现实游戏的移动感知多接入边缘计算
Pub Date : 2022-12-14 DOI: 10.1109/NCA57778.2022.10013599
Ramesh Singh, Radhika Sukapuram, Suchetana Chakraborty
Augmented Reality (AR) and Virtual Reality (VR) games are some of the emerging use cases of 5G in the area of ultra-Reliable and Low Latency Communications (uRLLC). A multiplayer AR/VR game broadly consists of compute-intensive tasks which convert the raw data generated from sensory sources such as wearables, smartphones, etc., to action data such as location, orientation, intention, etc., and services that process the action data. Services generate a common response to all players by taking action data as input. The total response time must be as low as 20 milliseconds for a good user experience and to prevent motion sickness. While considering these aspects, the multiplayer game must be scalable, and users should be able to move. Multi-access edge computing (MEC) helps to improve performance by partially/fully offloading such tasks from mobile devices and latency-sensitive services from the cloud to a server at the edge called the MEC host. We propose, for the first time, an online mobility-aware heuristic in a Multi-access Edge Computing Network (MEN) to reduce the response time, specifically the Game Frame Time (GFT), consistently, for an improved Quality of Experience (QoE), for such games. This is done by jointly offloading tasks and placing services, and migrating both whenever required. Additionally, for improved response, the network is partitioned into regions, and a service instance is placed on a MEC host, called the Region Coordinator (RC), in each region, in a decentralized manner. When a new player joins, an old player leaves, or old players move, the number of players and their mobility patterns change in a particular region. This may require allocating or moving tasks from one MEC host to another and migrating services to a new RC. While tasks and services are migrated, the associated state and data must be moved to the destination MEC host. Our experiments demonstrate that the standard deviation for the mean GFT is 0 ms in the best case and 9.26 ms in the worst case, providing a uniform user experience, even when mobility is as high as 50% (it means 50% of the players are moving). When there is mobility, the GFT increases by 28.29% in the best case and 37.18% in the worst case, compared to a no-mobility scenario. We also demonstrate that, given computing power, there is a tradeoff between responsiveness and GFT.
增强现实(AR)和虚拟现实(VR)游戏是5G在超可靠和低延迟通信(uRLLC)领域的一些新兴用例。多人AR/VR游戏通常由计算密集型任务组成,这些任务将从可穿戴设备、智能手机等感官来源生成的原始数据转换为位置、方向、意图等行动数据,以及处理行动数据的服务。服务通过将动作数据作为输入,生成对所有参与者的共同响应。总的响应时间必须低至20毫秒,以获得良好的用户体验并防止晕动病。考虑到这些方面,多人游戏必须具有可扩展性,用户应该能够移动。多访问边缘计算(MEC)通过将这些任务从移动设备和延迟敏感服务部分/全部卸载到称为MEC主机的边缘服务器来帮助提高性能。我们首次在多访问边缘计算网络(MEN)中提出在线移动感知启发式方法,以一致地减少响应时间,特别是游戏帧时间(GFT),以提高此类游戏的体验质量(QoE)。这是通过联合卸载任务和放置服务,并在需要时迁移两者来实现的。此外,为了改进响应,将网络划分为多个区域,并以分散的方式将服务实例放在每个区域的MEC主机上,该主机称为区域协调器(RC)。当新玩家加入,老玩家离开,或者老玩家移动时,玩家的数量和他们在特定区域的移动模式都会发生变化。这可能需要将任务从一个MEC主机分配或移动到另一个MEC主机,并将服务迁移到新的RC。在迁移任务和服务时,关联的状态和数据必须移动到目标MEC主机。我们的实验表明,平均GFT的标准偏差在最好的情况下为0 ms,在最坏的情况下为9.26 ms,即使移动性高达50%(这意味着50%的玩家在移动),也能提供统一的用户体验。在有流动性的情况下,与无流动性的情况相比,GFT在最佳情况下增加28.29%,在最差情况下增加37.18%。我们还证明,在给定计算能力的情况下,在响应性和GFT之间存在权衡。
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引用次数: 3
LoCaaS: Location-Certification-as-a-Service LoCaaS: Location-Certification-as-a-Service
Pub Date : 2022-12-14 DOI: 10.1109/NCA57778.2022.10013560
Lucas H. Vicente, Samih Eisa, M. Pardal
Millions of tourists each year use smartphone applications to discover points of interest. Despite relying heavily on location sensing, most of them are susceptible to location spoofing, but not all. CROSS City is a smart tourism application that rewards users for completing tourist itineraries and uses location certificates to prevent attacks. In this case, the location verification relies on the periodic collection of public Wi-Fi network observations by multiple users to make sure the travelers actually went to the points of interest.In this paper, we introduce the Location-Certification-as-a-Service (LoCaaS) approach, supported by a cloud-native and improved location certification system, capable of producing and validating time-bound location proofs using network data collected by tourists’ mobile devices. We show that the system can efficiently compute the stable and transient networks for a given location that are used, respectively, to validate the location of a tourist and to prove the time-of-visit. The system was deployed to the Google Cloud Platform and was validated with performance experiments and a real-world deployment.
每年有数百万游客使用智能手机应用程序来发现景点。尽管它们严重依赖于位置感知,但大多数都容易受到位置欺骗,但并非全部。CROSS City是一款智能旅游应用程序,它会奖励完成旅游行程的用户,并使用位置证书来防止攻击。在这种情况下,位置验证依赖于多个用户定期收集公共Wi-Fi网络观测数据,以确保旅行者确实去过感兴趣的地点。本文介绍了位置认证即服务(LoCaaS)方法,该方法由云原生和改进的位置认证系统支持,能够使用游客移动设备收集的网络数据生成和验证有时限的位置证明。我们的研究表明,该系统可以有效地计算给定地点的稳定和暂态网络,分别用于验证游客的位置和证明访问时间。该系统已部署到谷歌云平台,并通过性能实验和实际部署进行了验证。
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引用次数: 0
Deep Packet Inspection at Scale: Search Optimization Through Locality-Sensitive Hashing 大规模深度包检测:通过位置敏感哈希的搜索优化
Pub Date : 2022-12-14 DOI: 10.1109/NCA57778.2022.10013504
Maya Kapoor, Siddharth Krishnan, Thomas Moyer
Deep packet inspection is a primary tool for security specialists, surveillance analysts, and network engineers to lawfully intercept and analyze network traffic. In order to process this data or select streams of interest from the large amount of data flowing in today’s internet, solutions must be capable of identifying network traffic as quickly and accurately as possible. The ever-increasing diversity of data as well as sheer size has rendered the current regular expression matching and filtering solutions ineffective. We propose locality-sensitive hash embedding techniques Alpine and Palm for packet analysis. The fixed size of hashes as well as the adaptability of distance measures is proven to address the network traffic classification problem in our experiments and improves scalability over current state-of-the-art, automata-based search engines. In this paper, we analyze the system’s ability to classify network traffic by many data layer protocols and traffic types with over 99% accuracy. The model is also proven effective in areas where the regular expressions are inapplicable, such as traffic profiling. Finally, we provide real benchmarks of the system’s ability to scale to large signature and hash sets with much improved performance, demonstrating real-world applicability and generalizability of locality-sensitive hashing to deep packet inspection technology.
深度包检测是安全专家、监控分析师和网络工程师合法拦截和分析网络流量的主要工具。为了处理这些数据或从当今互联网上的大量数据流中选择感兴趣的流,解决方案必须能够尽可能快速准确地识别网络流量。不断增加的数据多样性以及庞大的规模使得当前的正则表达式匹配和过滤解决方案无效。我们提出了位置敏感哈希嵌入技术Alpine和Palm用于数据包分析。在我们的实验中,固定大小的哈希以及距离度量的适应性被证明可以解决网络流量分类问题,并提高当前最先进的、基于自动的搜索引擎的可扩展性。在本文中,我们分析了该系统按多种数据层协议和流量类型对网络流量进行分类的能力,准确率超过99%。该模型在正则表达式不适用的领域也被证明是有效的,例如流量分析。最后,我们提供了系统扩展到大型签名和哈希集的能力的真实基准,并大大提高了性能,展示了位置敏感哈希对深度数据包检测技术的实际适用性和通用性。
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引用次数: 0
Deep Reinforcement Learning for Downlink Resource Allocation in Vehicular Small Cell Networks 车载小蜂窝网络下行链路资源分配的深度强化学习
Pub Date : 2022-12-14 DOI: 10.1109/NCA57778.2022.10013505
Ibtissem Brahmi, Monia Hamdi, Inès Rahmany, F. Zarai
It becomes very common to use cell phones in public transportation and the cars. Vehicular networking has a major problem which is the degradation of signal quality due to interference and the large number of mobile devices. Artificial intelligence (AI) is a promising technique for next-generation wireless networks. Deep learning is a type of AI derived from machine learning; here the machine can learn by itself, unlike programming where it is content to execute rules to the letter predetermined. In addition, AI can be explored in order to solve various problems. In this paper, we tackle the problem of resource allocation in a vehicular small cell network (VSCN). Indeed, we propose a new mechanism based on deep reinforcement learning denoted Resource Allocation based Deep Reinforcement Learning (RA-DRL). The main goal of our proposed method is to maximize the total system sum rate (throughput) while guaranteeing minimum interferences, Quality of Service (QoS) and the demand for all users. Simulation results demonstrate that our proposed RA-DRL algorithm exhibits better performance comparing to the other methods, by maximizing the total system sum rate while maintaining inter-VSCs interferences and a minimum latency
在公共交通工具和汽车上使用手机变得非常普遍。车联网存在的一个主要问题是由于干扰和大量移动设备导致的信号质量下降。人工智能(AI)是下一代无线网络的一项很有前途的技术。深度学习是一种源自机器学习的人工智能;在这里,机器可以自己学习,不像编程,它满足于按照预定的字母执行规则。此外,可以探索人工智能来解决各种问题。本文主要研究车用小蜂窝网络(VSCN)中的资源分配问题。实际上,我们提出了一种基于深度强化学习的新机制,称为基于资源分配的深度强化学习(RA-DRL)。我们提出的方法的主要目标是在保证最小干扰、服务质量(QoS)和所有用户需求的同时,最大限度地提高系统的总吞吐量。仿真结果表明,我们提出的RA-DRL算法在保持vsc间干扰和最小延迟的同时,最大限度地提高了系统的总求和速率,与其他方法相比,具有更好的性能
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引用次数: 0
SureRepute: Reputation System for Crowdsourced Location Witnesses SureRepute:众包地点目击者的声誉系统
Pub Date : 2022-12-14 DOI: 10.1109/NCA57778.2022.10013629
Rafael Figueiredo, Samih Eisa, M. Pardal
Location is an important attribute for many mobile applications but it needs to be verified. For example, a user of a tourism application that gives out rewards can falsify his location to pretend that he has visited many attractions and thus receive benefits without deserving them. To counter these attacks, the system asks users to prove their location through witnesses, i.e., other devices that happen to be at the location at the same time and that can be partially trusted. However, for this approach to be effective, it is important to keep track of the witness behavior over time. Many crowdsourcing applications, like Waze, build up reputations for their users, and rely on user co-location and redundant inputs for data verification.In this work, we present SureRepute, a reputation system capable of withstanding reputation attacks while still maintaining user privacy. The results show that the system is able to protect itself and its configuration is flexible, allowing different trade-offs between security and usability, as required in real-world applications. The experiments show how the reputation system can be easily integrated into existing applications without producing a significant overhead in response times.
位置是许多移动应用程序的重要属性,但需要验证。例如,提供奖励的旅游应用程序的用户可以伪造他的位置,假装他已经参观了许多景点,从而获得不应得的奖励。为了对抗这些攻击,系统要求用户通过证人证明他们的位置,即,碰巧同时在该位置的其他设备,并且可以部分信任。然而,为了使这种方法有效,跟踪证人的行为是很重要的。许多众包应用程序,如Waze,为用户建立了声誉,并依赖于用户的托管和冗余输入来验证数据。在这项工作中,我们提出了SureRepute,这是一个能够承受声誉攻击同时仍能维护用户隐私的声誉系统。结果表明,系统能够保护自己,其配置是灵活的,可以根据实际应用程序的需要在安全性和可用性之间进行不同的权衡。实验表明,声誉系统可以很容易地集成到现有的应用程序中,而不会在响应时间上产生显著的开销。
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引用次数: 0
Data-driven Method for In-band Network Telemetry Monitoring of Aggregated Traffic 数据驱动的带内网络遥测监控聚合流量方法
Pub Date : 2022-12-14 DOI: 10.1109/NCA57778.2022.10013583
M. Lavassani, J. Åkerberg, M. Björkman
Under the vision of industry 4.0, industrial networks are expected to accommodate a large amount of aggregated traffic of both operation and information technologies to enable the integration of innovative services and new applications. In this respect, guaranteeing the uninterrupted operation of the installed systems is an indisputable condition for network management. Network measurement and performance monitoring of the underlying communication states can provide invaluable insight for safeguarding the system performance by estimating required and available resources for flexible integration without risking network interruption or degrading network performance. In this work, we propose a data-driven in-band telemetry method to monitor the aggregated traffic of the network at the switch level. The method learns and models the communication states by local network-level measurement of communication intensity. The approximated model parameters provide information for network management for prognostic purposes and congestion avoidance resource planning when integrating new applications. Applying the method also addresses the consequence of telemetry data overhead on QoS since the transmission of telemetry packets can be done based on the current state of the network. The monitoring at the switch level is a step towards the Network-AI for future industrial networks.
在工业4.0的愿景下,工业网络有望容纳大量运营和信息技术的聚合流量,从而实现创新服务和新应用的融合。在这方面,保证所安装系统的不间断运行是网络管理的一个不容置疑的条件。底层通信状态的网络度量和性能监视可以提供宝贵的见解,通过估算灵活集成所需的和可用的资源来保护系统性能,而不会冒网络中断或降低网络性能的风险。在这项工作中,我们提出了一种数据驱动的带内遥测方法来监控交换机级别的网络聚合流量。该方法通过局部网络级通信强度测量来学习和建模通信状态。在集成新应用程序时,近似的模型参数为网络管理提供了用于预测目的和避免拥塞的资源规划的信息。应用该方法还解决了遥测数据开销对QoS的影响,因为遥测数据包的传输可以基于网络的当前状态来完成。交换机级别的监控是面向未来工业网络的网络-人工智能的一步。
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引用次数: 0
Energy-Aware Routing in SDN Enabled Data Center Network 支持SDN的数据中心网络中的能量感知路由
Pub Date : 2022-12-14 DOI: 10.1109/NCA57778.2022.10013588
Priyanka Kamboj, Sujata Pal
Energy efficiency is considered a significant concern in the deployment and operation of data networks. The network devices need an enormous amount of energy to function, which leads to an increase in energy consumption in the data center networks (DCNs). Software-defined networking (SDN) solves the problem by adjusting the energy consumption proportionate to the amount of traffic. The network devices with low load can be turned into switch-OFF mode after transferring the traffic to another device. This energy-saving approach by analyzing the user’s traffic demand increases the overall network utilization. In this work, we study the energy optimization problem using multipath routing in SDN-enabled data center networks (SD-DCN). We formulate the energy optimization as an integer linear program (ILP) problem to minimize the active Open vSwitch (OVS) switches in the network. To solve the problem in polynomial time, we propose a heuristic approach to route the traffic flows in the SD-DCN. The proposed approach is tested over data center network topologies – Fat-Tree and BCube. The simulation results show that our proposed approach presents an enhancement of 24%, 16%, and 15% in average delay, throughput, and energy savings in the Fat-Tree topology compared to the benchmark schemes. Further, our proposed approach achieves 17%, 19%, and 17% enhancement in average delay, throughput, and energy savings in the BCube topology compared to the benchmark schemes.
能源效率被认为是数据网络部署和运行中的一个重要问题。网络设备需要大量的能量才能正常工作,这导致了数据中心网络能耗的增加。软件定义网络SDN (software defined networking)解决了这个问题,它根据业务量的大小调整能耗。对于低负载的网络设备,可以将流量转移到其他设备后切换为switch-OFF模式。这种通过分析用户流量需求的节能方法提高了网络的整体利用率。在这项工作中,我们研究了在支持sdn的数据中心网络(SD-DCN)中使用多路径路由的能量优化问题。我们将能量优化化为一个整数线性规划(ILP)问题,以最小化网络中活跃的开放式虚拟交换机(OVS)交换机。为了在多项式时间内解决这个问题,我们提出了一种启发式的方法来路由SD-DCN中的交通流。提出的方法在数据中心网络拓扑- Fat-Tree和BCube上进行了测试。仿真结果表明,与基准方案相比,我们提出的方法在Fat-Tree拓扑中的平均延迟、吞吐量和节能方面分别提高了24%、16%和15%。此外,与基准方案相比,我们提出的方法在BCube拓扑中的平均延迟、吞吐量和节能方面分别提高了17%、19%和17%。
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引用次数: 0
SixPack v2: enhancing SixPack to avoid last generation misbehavior detectors in VANETs SixPack v2:增强SixPack以避免VANETs中的上一代不当行为检测器
Pub Date : 2022-12-14 DOI: 10.1109/NCA57778.2022.10013565
Gabriele Gambigliani Zoccoli, Francesco Pollicino, Dario Stabili, Mirco Marchetti
This paper proposes SixPack v2, an enhanced version of the SixPack attack that allows to evade even state-of-the-art misbehavior detection systems. As the original SixPack, SixPack v2 is a dynamic attack targeting other C-ITS entities by simulating the sudden activation of the braking system with consequent activation of the Anti-lock Braking System. SixPack v2 achieves better evasion by improving the main phases of the attack (FakeBrake, Recovery, and Rejoin) through a novel path-reconstruction algorithm that generates a more realistic representation of the real vehicle trajectory. We experimentally evaluate the evasion capabilities of SixPack v2 using the F2MD framework on the LuSTMini city scenario, and we compared the detection performance of the F2MD framework on both versions of SixPack. Results show that SixPack v2 evades detection with a significantly higher likelihood with respect to the initial version of the attack, even against the latest version of F2MD.
本文提出了SixPack v2,这是SixPack攻击的增强版本,可以逃避最先进的错误行为检测系统。与最初的SixPack一样,SixPack v2是一种针对其他C-ITS实体的动态攻击,通过模拟制动系统的突然激活和随后的防抱死制动系统的激活。SixPack v2通过一种新颖的路径重建算法改进了攻击的主要阶段(FakeBrake、Recovery和Rejoin),从而实现了更好的逃避,该算法生成了更逼真的真实车辆轨迹。我们在LuSTMini城市场景中使用F2MD框架实验评估了SixPack v2的逃避能力,并比较了F2MD框架在两个版本SixPack上的检测性能。结果表明,相对于初始版本的攻击,SixPack v2逃避检测的可能性要高得多,即使是针对最新版本的F2MD。
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引用次数: 0
期刊
2022 IEEE 21st International Symposium on Network Computing and Applications (NCA)
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