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A novel approach for sel sh nodes detection in MANETs: proposal and Petri nets based modeling 一种新的自组网节点检测方法:基于提议和Petri网的建模
D. Djenouri, N. Badache
The resource limitation of nodes used in self- organized ad hoc networks, along with the multi-hop nature of these networks, may cause a new behavioral phenomena which does not exist in traditional infrastructured environ- ments. To save its energy, a node may behave sel shly ,t hen it would not forward packets for other nodes while using their resources to forward its own packets. This deviation from the normal behavior is a potential threat against the service availability, one of the most important security requirements. Resolving this problem is challenging, due to the self-organization and the infrastructureless features of these networks. Recently, some solutions have been proposed, but almost all these solutions rely on the watchdog technique (1), which suffers from many problems. Especially when using the power control technique, employed by some new power- aware routing protocols following the watchdog's proposal. To overcome this problem, we propose in this paper a new approach we call two hops ACK (acknowledgment). Using petri nets we model and analyze our solution based on this novel approach.
自组织自组织网络中节点资源的有限性,以及自组织自组织网络的多跳特性,可能导致传统基础设施环境中不存在的一种新的行为现象。为了节省能量,一个节点可能会表现得很谨慎,当它使用其他节点的资源转发自己的数据包时,它不会为其他节点转发数据包。这种对正常行为的偏离是对服务可用性的潜在威胁,而服务可用性是最重要的安全需求之一。由于这些网络的自组织和无基础设施的特性,解决这个问题是具有挑战性的。近年来,已经提出了一些解决方案,但几乎所有这些解决方案都依赖于看门狗技术(1),存在许多问题。特别是在使用功率控制技术时,根据看门狗的建议,采用了一些新的功率感知路由协议。为了克服这个问题,本文提出了一种新的方法,我们称之为两跳ACK(确认)。我们使用petri网对基于这种新方法的解决方案进行建模和分析。
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引用次数: 18
KrokodilAgent: a supply chain management agent KrokodilAgent:一个供应链管理代理
A. Petric, K. Jurasovic
The Trading Agent Competition (TAC) promotes research in the trading agent problem. TAC has two competitive scenarios. First and the older one is TAC Classic where 8 agents compete by assembling travel packages for customers with different preferences for the trip. The second one is Supply Chain Management (SCM) where 6 agents compete by assembling computers and selling them to customers. We decided to join the TAC SCM game because we found it to be more challenging and complex then the TAC Classic. In this paper we present KrokodilAgent, our entry in the TAC SCM 2004.
交易代理竞争促进了交易代理问题的研究。TAC有两种竞争方案。第一个也是较老的是TAC Classic, 8家代理商通过为不同旅行偏好的客户组合旅行套餐来竞争。第二个是供应链管理(SCM),其中6个代理商通过组装计算机并将其销售给客户来竞争。我们决定加入TAC SCM游戏,因为我们发现它比TAC Classic更具挑战性和复杂性。在本文中,我们介绍了KrokodilAgent,我们在TAC SCM 2004中的条目。
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引用次数: 5
Open standards for service delivery environment in the telecommunications 电信服务交付环境的开放标准
D. Huljenic, O. Labor
Today's concepts of information and communication technologies merge is based on open network architecture standards and consistent development frameworks. Basic effect of synergy is visible through unique and common services. To enable convergence of existing network resources with new network concepts it is necessary to follow well defined interoperability standards and to use flexible/open technological elements. This article deals with basic analysis for component based architectures and of-the-shelf containers for service delivery environment in the telecommunication network. The analysis is based on the open standards and associated frameworks.
今天的信息和通信技术融合的概念是基于开放的网络体系结构标准和一致的开发框架。通过独特和共同的服务,可以看到协同的基本效果。为了实现现有网络资源与新网络概念的融合,有必要遵循定义良好的互操作性标准,并使用灵活/开放的技术元素。本文对电信网络服务交付环境中基于组件的体系结构和现成容器进行了基本分析。该分析基于开放标准和相关框架。
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引用次数: 1
Fuzzy logic approach for modelling multiplayer game scoring system 基于模糊逻辑的多人游戏计分系统建模
A. Graf
With the introduction of multiplayer games on mobile terminals, the need for scoring and ranking systems has occurred. This article presents a game scoring system with the score submission and ranking component. Classic two player game model with win, loose or draw outcomes is examined. Statistics-based and fuzzy logic scoring systems are proposed and compared, with the results showing that fuzzy logic approach is more adequate to build into scorings that refer to player's rankings and game outcome, as well as to be applied in the new generation mobile multiplayer games. I. INTRODUCTION Games have always been popular among the people, as a form of entertainment, supporting social interactivities between them. With the development of computer science and powerful hardware platforms, they have shown their full potential. In search for a game definition J. Huinziga in 1938 in his work Homo Ludens (1) gives a following definition to play. "(Play) is an activity which proceeds within certain limits of time and space, in a visible order, according to rules freely accepted, and outside the sphere of necessity or material utility. The play-mood is one of rapture and enthusiasm, and is sacred or festive in accordance with the occasion. A feeling of exaltation and tension accompanies the action, mirth and relaxation follow." According to the game theory (2) a game definition is based on conflict situation. Conflict situation is a situation where interests of two or more parties (called players) are confronted. The outcome of the game is a direct consequence of actions made by all participants in the game. Game is defined by sets of rules and agreements that players have to obey, which describe the structure of some conflict situation. These rules define the following: the alternatives that are offered to a player in each stage of the game, the information that is provided to the user at the time of choice between alternatives, and the payoff (or a goal) that motivates the player to successfully complete the game. An abstract view of the game is shown on fig 1, describing the three main aspects of the game (3) and their relationships. A challenge is the most important aspect of the game. Rules define the game, and consequently the goal of the game. When a player decides to play the game he accepts to follow the rules and he is motivated to reach the goal. A conflict is presented in some form of opponent that represents an obstruction to the player while reaching the goal. A play is referring to the rules which, player opponent rules
随着移动端多人游戏的引入,出现了对评分和排名系统的需求。本文介绍了一个带有分数提交和排名组件的游戏计分系统。经典的两名玩家的游戏模型与赢,松或平局的结果进行了研究。提出了基于统计的评分系统和模糊逻辑评分系统,并对其进行了比较,结果表明模糊逻辑方法更适合建立基于玩家排名和游戏结果的评分系统,更适合应用于新一代手机多人游戏中。游戏一直受到人们的欢迎,作为一种娱乐形式,支持着人们之间的社交互动。随着计算机科学的发展和强大的硬件平台,它们显示出了充分的潜力。为了寻找游戏的定义,J. Huinziga在1938年的著作《Homo Ludens》(1)中给出了以下关于游戏的定义。“(游戏)是在一定的时间和空间范围内,按照可见的顺序,按照自由接受的规则进行的活动,超出了必要性或物质效用的范围。游戏气氛是一种狂喜和热情的气氛,根据场合的不同,它是神圣的或喜庆的。一种兴奋和紧张的感觉伴随着动作,随后是欢乐和放松。”根据博弈论(2),博弈的定义是基于冲突情境的。冲突情境是指两个或两个以上各方(称为参与者)的利益发生冲突的情境。游戏的结果是游戏中所有参与者行动的直接结果。游戏是由玩家必须遵守的一系列规则和协议所定义的,这些规则和协议描述了某些冲突情境的结构。这些规则定义了以下内容:在游戏的每个阶段提供给玩家的选择,在选择时提供给用户的信息,以及激励玩家成功完成游戏的收益(或目标)。游戏的抽象视图如图1所示,描述了游戏的三个主要方面及其相互关系。挑战是游戏中最重要的元素。规则定义了游戏,因此也定义了游戏的目标。当玩家决定玩游戏时,他就接受了遵守规则,并有动力达到目标。冲突以某种形式的对手呈现,代表玩家在达到目标时的障碍。一场比赛指的是玩家和对手所制定的规则
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引用次数: 9
Optimal traffic engineering design for bandwidth allocation in communication networks 通信网络带宽分配的流量优化工程设计
Jun Wu, Wuyi Yue, Shouyang Wang
In this paper, we present an analysis on op- timization and risk analysis in Communication Networks (CNs) with a penalty function. The model is proposed for offline traffic engineering optimization with bandwidth allocation and performance analysis. First, we introduce a penalty function in the CN optimization model and derive the optimal bandwidth capacity. Then, we analyze the profit shortfall risk in the CN with mean-variance approach for two typical arrival processes of traffic demand, Poisson arrival process and uniform distribution arrival process. Finally, we give numerical results to show the impact of relationship between unit revenue and unit cost and penalty cost and compare the characters of these two arrival processes of traffic demand on the network performance.
本文讨论了带惩罚函数的通信网络优化和风险分析问题。提出了基于带宽分配和性能分析的离线流量工程优化模型。首先,我们在CN优化模型中引入惩罚函数,并推导出最优带宽容量。然后,对两种典型的交通需求到达过程,即泊松到达过程和均匀分布到达过程,采用均值方差法分析了网络的利润不足风险。最后给出了数值结果,说明了单位收益与单位成本和处罚成本之间的关系对网络性能的影响,并比较了这两种流量需求到达过程的特点。
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引用次数: 0
Implementing the reliable server pooling framework 实现可靠的服务器池框架
T. Dreibholz, E. Rathgeb
The Reliable Server Pooling (RSerPool) pro- tocol suite currently under standardization by the IETF is designed to build systems providing highly available services by mechanisms and protocols for establishing, configuring, accessing and monitoring pools of server resources. But RSerPool is not only able to manage pools of redundant servers and facilitate service failover between servers: it also includes sophisticated mechanisms for server selections within the pools. These mechanisms make RSerPool useful for applications in load balancing and distributed computing scenarios. As part of our RSerPool research and to verify results of our simulation model in real-life scenarios, we have created a complete implementation prototype of the RSer- Pool framework. In this paper, we will give a detailed description of the concepts, ideas and realizations of our prototype. Furthermore, we will show performance issues raised by the management of large servers pools, as it is necessary for load balancing or distributed computing scenarios. We will explain the algorithms and data structures we designed to solve these challenges and finally present a rough performance evaluation that verifies our concept. Keywords: Internet applications, IPv6 deployment and applications, SS7, server pools
可靠服务器池(RSerPool)协议套件目前正在由IETF标准化,旨在通过建立、配置、访问和监控服务器资源池的机制和协议来构建提供高可用性服务的系统。但是RSerPool不仅能够管理冗余服务器池和促进服务器之间的服务故障转移:它还包括池内服务器选择的复杂机制。这些机制使得RSerPool对于负载平衡和分布式计算场景中的应用程序非常有用。作为RSerPool研究的一部分,为了在现实场景中验证我们的仿真模型的结果,我们创建了一个完整的RSerPool框架实现原型。在本文中,我们将详细描述我们的原型的概念,想法和实现。此外,我们将展示大型服务器池管理引起的性能问题,因为这对于负载平衡或分布式计算场景是必要的。我们将解释为解决这些挑战而设计的算法和数据结构,最后给出一个粗略的性能评估来验证我们的概念。关键词:互联网应用,IPv6部署与应用,SS7,服务器池
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引用次数: 18
An application layer multicast routing algorithm based on genetic algorithms 一种基于遗传算法的应用层组播路由算法
Cheng Peng, Dai Qionghai, Wu Qiu-feng
The application layer multicast routing problem is a multi-objective optimization problem. Most existing protocols are based on simple geographical rules and focus on either tree cost or application load balance performance. Little attention is pay to the lower level performance. The paper analyzes the constraints on multicast routing, then formalizes three functions to evaluate an application layer multicast tree on three indexes, cost, application layer load balance and network layer load balance, then generates one fitness function to describe the tree's overall performance. Then the paper proposes the ALMR-GA algorithm, a novel application layer multicast routing approach based on genetic algorithms. Numerical simulations show that, compared with existing routing algorithms, the proposed algorithm reduces the tree's cost while satisfying the load balance constraints
应用层组播路由问题是一个多目标优化问题。大多数现有协议都基于简单的地理规则,并关注树成本或应用程序负载平衡性能。很少关注较低层次的表现。分析了组播路由的约束条件,在此基础上形式化了基于开销、应用层负载均衡和网络层负载均衡三个指标对应用层组播树进行评价的三个函数,并生成了描述该树整体性能的适应度函数。在此基础上提出了基于遗传算法的应用层组播路由算法ALMR-GA算法。仿真结果表明,与现有的路由算法相比,该算法在满足负载均衡约束的同时降低了树的开销
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引用次数: 6
IPv6 multihomingarchitecture based on multicast for media streaming inmobile heterogeneous networks 基于组播的移动异构网络中流媒体的IPv6多主架构
Li-Der Chou, Jui-Ming Chen
An IPv6 multihoming architecture based on the multicast concept is proposed in the paper to provide seamless media streaming services for mobile multihomed hosts, where a multihomed host is connecting to more than one mobile heterogeneous access network. The routing protocols in previous multihoming solutions have to be modified so as to meet the fault tolerant requirement, and are difficult to implement and deploy. In the proposed architecture, existing routing protocols can be adopted without any modifications. Two types of agents are designed in the proposed architecture. The multihoming agent in the mobile multihomed host assigns a multicast address to the media streaming service, and joins the multicast group through the connecting network interfaces simultaneously. The multicast agent forwards the media streaming packets received from the media server to the multihomed host through the access networks that the multihomed host is connecting with. In the paper, the proposed IPv6 multihoming architecture is implemented to verify its feasibility. Experimental results show that the proposed IPv6 multihoming architecture is capable of providing seamless media streaming service without packet loss, even during vertical handoffs.
本文提出了一种基于组播概念的IPv6多宿主架构,为移动多宿主主机提供无缝流媒体服务,其中多宿主主机连接多个移动异构接入网。为了满足容错要求,以往的多归路由方案需要修改路由协议,且难以实现和部署。在该体系结构中,可以不做任何修改地采用现有的路由协议。在提出的体系结构中设计了两种类型的代理。所述移动多归属主机中的多归属代理向所述流媒体服务分配组播地址,并同时通过所述连接的网络接口加入所述组播组。多播代理通过所述多宿主主机所连接的接入网络,将从所述媒体服务器接收到的媒体流数据包转发给所述多宿主主机。本文对所提出的IPv6多宿主架构进行了实现,验证了其可行性。实验结果表明,即使在垂直切换期间,所提出的IPv6多宿主架构也能够提供无丢包的无缝流媒体服务。
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引用次数: 0
Optimal QoS-based classification for link models with predetermined service levels 具有预定服务水平的链路模型的最优qos分类
A. Mohamed, H. Alnuweiri
We investigate the problem of optimal QoS- based classification of traffic streams in the context of multi- class link model with predetermined service levels. Specifically, we consider a link model with fixed service levels which may be represented by a finite number of MPLS Label Switched Paths (LSPs). Our target is to classify a set of traffic streams with arbitrary local QoS, in addition to the bandwidth requirements, to these service levels while achieving the minimum quantization overhead. The quantization overhead is defined as a function of the differences between the required and offered service levels. We formulate the classification as a constrained integer linear optimization problem. We then present two efficient algorithms to obtain the optimal classification for a set of traffic streams for link models with predetermined service levels to minimize the quantization overhead. Our results indicate that by properly selecting the service class weights, the quantization overhead can become as low as 2% using as few as 5 service levels for clustered QoS distribution. On the other hands, if the class weights are not selected appropriately the quantization overhead is around 32% for uniform QoS distribution.
研究了具有预定服务等级的多类链路模型中基于最优QoS的流分类问题。具体来说,我们考虑了一个具有固定服务水平的链路模型,它可以由有限数量的MPLS标签交换路径(lsp)表示。我们的目标是将一组具有任意本地QoS的流量流分类到这些服务级别,同时实现最小的量化开销。量化开销被定义为所需和提供的服务级别之间差异的函数。我们将分类问题表述为一个有约束的整数线性优化问题。然后,我们提出了两种有效的算法来获得具有预定服务水平的链路模型的一组流量流的最佳分类,以最小化量化开销。我们的结果表明,通过正确选择服务类权重,量化开销可以低至2%,使用最少5个服务级别进行集群QoS分布。另一方面,如果没有适当地选择类权重,则均匀QoS分布的量化开销约为32%。
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引用次数: 3
Support of multimedia broadcast/multicast service in UMTS networks 在UMTS网络中支持多媒体广播/组播业务
T. Ivankovic
This paper describes two basic approaches to implementation of MBMS support in UMTS network. The main idea of both approaches is to overcome the gap between the current service support in UMTS network on one side and the current support for multicasting in IP networks on the other. One approach modifies already implemented procedures in UMTS network and defines new ones to support IP multicasting within the UMTS. Second approach uses existing functionality provided by UMTS network to bring current IP multicasting support from IP networks, as close as possible to the end-users. Focus of this paper is to examine and compare two important issues of MBMS support in both approaches, which are usage of network resources and service continuity and mobility. Packet services, currently provided by UMTS network, are based on point-to-point communication and designed for individual users. The packet switched part of the UMTS network, presented in this paper, enables its end- users to access external packet data networks, especially the Internet. With every new release, UMTS network enhances the quality and the service spectrum, but so far everything is based on the single-user services. At the same time, packet data networks, based on IP
本文介绍了在UMTS网络中实现MBMS支持的两种基本方法。这两种方法的主要思想是克服当前UMTS网络中的业务支持与IP网络中当前对多播的支持之间的差距。一种方法是修改UMTS网络中已经实现的程序,并定义新的程序来支持UMTS内的IP多播。第二种方法利用UMTS网络提供的现有功能,使IP网络对当前IP多播的支持尽可能接近最终用户。本文的重点是研究和比较两种方式下MBMS支持的两个重要问题,即网络资源的使用和服务的连续性和移动性。目前由UMTS网络提供的分组业务基于点对点通信,是为个人用户设计的。本文介绍的UMTS网络的分组交换部分,使其最终用户能够访问外部分组数据网络,特别是Internet。随着每一个新版本的发布,UMTS网络的质量和服务范围都有所提高,但到目前为止,一切都是基于单用户服务。同时,分组数据网络,基于IP
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引用次数: 10
期刊
Proceedings of the 8th International Conference on Telecommunications, 2005. ConTEL 2005.
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