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2009 29th IEEE International Conference on Distributed Computing Systems最新文献

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Down the Block and Around the Corner The Impact of Radio Propagation on Inter-vehicle Wireless Communication 无线电传播对车辆间无线通信的影响
Pub Date : 2009-06-22 DOI: 10.1109/ICDCS.2009.60
J. Otto, F. Bustamante, R. Berry
Vehicular networks are emerging as a new distributed system environment with myriad possible applications. Most studies on vehicular networks are carried out via simulation, given the logistical and economical problems with large-scale deployments. This paper investigates the impact of realistic radio propagation settings on the evaluation of VANET-based systems. Using a set of instrumented cars, we collected IEEE 802.11b signal propagation measurements between vehicles in a variety of urban and suburban environments. We found that signal propagation between vehicles varies in different settings, especially between line-of-sight ("down the block") and non line-of-sight ("around the corner") communication in the same setting. Using a probabilistic shadowing model, we evaluate the impact of different parameter settings on the performance of an epidemic data dissemination protocol and discuss the implications of our findings. We also suggest a variation of a basic signal propagation model that incorporates additional realism without sacrificing scalability by taking advantage of environmental information, including node locations and street information.
车载网络作为一种新的分布式系统环境正在兴起,具有无数可能的应用。考虑到大规模部署的后勤和经济问题,大多数关于车联网的研究都是通过仿真进行的。本文研究了实际无线电传播设置对基于vanet的系统评估的影响。使用一组仪表汽车,我们收集了各种城市和郊区环境中车辆之间的IEEE 802.11b信号传播测量值。我们发现,在不同的环境下,车辆之间的信号传播是不同的,特别是在同一环境下,视线(“街区”)和非视线(“拐角处”)之间的通信。使用概率阴影模型,我们评估了不同参数设置对流行病数据传播协议性能的影响,并讨论了我们研究结果的含义。我们还提出了一种基本信号传播模型的变体,该模型通过利用环境信息(包括节点位置和街道信息),在不牺牲可扩展性的情况下,结合了额外的真实感。
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引用次数: 74
An Approach to Sharing Legacy TV/Arcade Games for Real-Time Collaboration 基于实时协作共享传统电视/街机游戏的方法
Pub Date : 2009-06-22 DOI: 10.1109/ICDCS.2009.26
Sili Zhao, Du Li, Hansu Gu, Bin Shao, Ning Gu
Interactive TV/arcade games have been entertaining people for over 50 years.  Nowadays a large number of legacy TV/arcade games have been ported to new platforms such as PCs by emulation. However, they generally require that the players be co-located to interact with one computer that emulates the game. This paper proposes a novel approach to turning those single-computer games into multi-computer games such that multiple players can play their  favorite legacy games in real time over a computer network.  The main challenge in this work is how to synchronize multiple replicas of a game without semantic knowledge about or   modifications to the game.  We have developed a novel synchronization algorithm and a working system to validate the ideas.  In this paper we present the approach,  especially the synchronization algorithm,  and evaluate its effectiveness under a variety of network conditions.  In future research we will extend this work on mobile devices.
互动电视/街机游戏已经娱乐了人们50多年。如今,大量传统电视/街机游戏已通过模拟移植到pc等新平台。然而,它们通常要求玩家与一台模拟游戏的计算机进行交互。本文提出了一种将单机游戏转变为多机游戏的新方法,这样多个玩家就可以通过计算机网络实时地玩他们最喜欢的传统游戏。这项工作的主要挑战是如何在不了解游戏语义或修改游戏的情况下同步游戏的多个副本。我们已经开发了一种新的同步算法和一个工作系统来验证这些想法。在本文中,我们提出了这种方法,特别是同步算法,并评估了它在各种网络条件下的有效性。在未来的研究中,我们将把这项工作扩展到移动设备上。
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引用次数: 10
QVS: Quality-Aware Voice Streaming for Wireless Sensor Networks 无线传感器网络的质量感知语音流
Pub Date : 2009-06-22 DOI: 10.1109/ICDCS.2009.40
Liqun Li, G. Xing, Limin Sun, Yan Liu
Recent years have witnessed the pilot deployments of audio or low-rate video wireless sensor networks for a class of mission-critical applications including search and rescue, security surveillance, and disaster management. In this paper, we report the design and implementation of Quality-aware Voice Streaming (QVS) for wireless sensor networks. QVS is built upon SenEar, a new sensor hardware platform we developed for high-bandwidth wireless audio communication. QVS comprises several novel components, which include an empirical model for online voice quality evaluation and control, dynamic voice compression/duplication adaptation for lossy wireless links, and distributed stream admission control that exploits network capacity for rate allocation. We have extensively tested QVS on a 20-node network deployment. Our experimental results show that QVS delivers satisfactory voice quality under a range of realistic settings while achieving high network capacity utilization.
近年来,音频或低速率视频无线传感器网络的试点部署已经见证了一系列关键任务应用,包括搜索和救援、安全监控和灾难管理。在本文中,我们报告了无线传感器网络的质量感知语音流(QVS)的设计和实现。QVS是建立在SenEar,一个新的传感器硬件平台,我们开发的高带宽无线音频通信。QVS包括几个新组件,其中包括在线语音质量评估和控制的经验模型,有损无线链路的动态语音压缩/复制适应,以及利用网络容量进行速率分配的分布式流接纳控制。我们在一个20节点的网络部署上广泛测试了QVS。我们的实验结果表明,QVS在一系列现实设置下提供令人满意的语音质量,同时实现高网络容量利用率。
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引用次数: 24
File Versioning for Block-Level Continuous Data Protection 块级连续数据保护的文件版本控制
Pub Date : 2009-06-22 DOI: 10.1109/ICDCS.2009.48
Maohua Lu, T. Chiueh
Block-level continuous data protection (CDP) logs every disk block update so that disk updates within a time window are undoable. Standard file servers and DBMS servers can enjoy the data protection service offered by block-level CDP without any modification. Unfortunately, no existing block-level CDP systems can provide users a file versioning view on top of the block versions they maintain. As a result, the data they maintain cannot be used as an extension to the on-line system with which users routinely interact. This paper describes a name-based user-level file versioning system called UVFS that is designed to reconstruct file versions from disk block versions maintained by a block-level CDP. UVFS reconstructs file versions by following the last modified time of files and directories, a common file metadata supported by almost all modern file systems, and therefore does not require any modification to the host file system that a block-level CDP system protects. In addition, UVFS incorporates a file system-specific incremental consistency check mechanism to quickly convert an arbitrary point-in-time block-level snapshot to a file system-consistent one. Performance measurements taken from a fully operational UVFS prototype show that the average end-to-end elapsed time required to discover a file version is under 50 msec from the perspective of an NFS client serviced by an NFS server backed by a block-level CDP system.
块级持续数据保护(CDP)会记录每次磁盘块更新的日志,以便在一个时间窗口内撤消磁盘更新。标准的文件服务器和DBMS服务器无需修改即可享受块级CDP提供的数据保护服务。不幸的是,没有现有的块级CDP系统能够在用户维护的块版本之上为用户提供文件版本控制视图。因此,他们维护的数据不能作为用户日常交互的联机系统的扩展。本文描述了一个名为UVFS的基于名称的用户级文件版本控制系统,该系统旨在从由块级CDP维护的磁盘块版本重构文件版本。UVFS通过跟踪文件和目录的最后修改时间来重建文件版本,这是一种几乎所有现代文件系统都支持的通用文件元数据,因此不需要对块级CDP系统保护的主机文件系统进行任何修改。此外,UVFS还集成了特定于文件系统的增量一致性检查机制,可以将任意时间点的块级快照快速转换为文件系统一致的快照。从完全运行的UVFS原型中进行的性能测量表明,从由块级CDP系统支持的NFS服务器提供服务的NFS客户机的角度来看,发现文件版本所需的端到端平均运行时间不到50毫秒。
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引用次数: 17
A Practical Study of Regenerating Codes for Peer-to-Peer Backup Systems 点对点备份系统代码再生的实用研究
Pub Date : 2009-06-22 DOI: 10.1109/ICDCS.2009.14
Alessandro Duminuco, E. Biersack
In distributed storage systems, erasure codes represent an attractive solution to add redundancy to stored data while limiting the storage overhead. They are able to provide the same reliability as replication requiring much less storage space. Erasure coding breaks the data into pieces that are encoded and then stored on different nodes. However, when storage nodes permanently abandon the system, new redundant pieces must be created. For erasure codes, generating a new piece requires the transmission of k pieces over the network, resulting in a k times higher reconstruction traffic as compared to replication. Dimakis proposed a new class of codes, called Regenerating Codes, which are able to provide both the storage efficiency of erasure codes and the communication efficiency of replication. However, Dimakis gave only a theoretical description of the codes without discussing implementation issues or computational costs. We have done a real implementation of Random Linear Regenerating Codes that allows us to measure their computational cost, which can be significant if the parameters are not chosen properly. However, we also find that there exist parameter values that result in a significant reduction of the communication overhead at the expense of a small increase in storage cost and computation, which makes these codes very attractive for distributed storage systems.
在分布式存储系统中,擦除码是一种很有吸引力的解决方案,可以在限制存储开销的同时增加存储数据的冗余。它们能够提供与复制相同的可靠性,所需的存储空间要少得多。Erasure编码将数据分解成编码后存储在不同节点上的片段。但是,当存储节点永久放弃系统时,必须创建新的冗余块。对于纠删码,生成一个新的片段需要在网络上传输k个片段,因此重建的流量是复制的k倍。Dimakis提出了一种新的码,称为再生码,它既能提供擦除码的存储效率,又能提供复制码的通信效率。然而,Dimakis只给出了代码的理论描述,没有讨论实现问题或计算成本。我们已经完成了随机线性再生代码的实际实现,它允许我们测量它们的计算成本,如果参数选择不当,这可能是重要的。然而,我们也发现,存在一些参数值可以显著降低通信开销,而代价是存储成本和计算量的小幅增加,这使得这些代码对分布式存储系统非常有吸引力。
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引用次数: 97
Selective Protection: A Cost-Efficient Backup Scheme for Link State Routing 选择性保护:链路状态路由的一种经济有效的备份方案
Pub Date : 2009-06-22 DOI: 10.1109/ICDCS.2009.7
M. Hou, Dan Wang, Mingwei Xu, Jiahai Yang
In recent years, there are substantial demands to reduce packet loss in the Internet. Among the schemes proposed, finding backup paths in advance is considered to be an effective method to reduce the reaction time. Very commonly, a backup path is chosen to be a most disjoint path from the primary path, or in the network level, backup paths are computed for all links (e.g., IPRFF). The validity of this straightforward choice is based on 1) all the links may fail with equal probability; and 2) facing the high protection requirement today, having links not protected or sharing links between the primary and backup paths just simply look weird. Nevertheless, indications from many research studies have confirmed that the vulnerability of the links in the Internet is far from equality. In addition, we have seen that full protection schemes may introduce high costs. In this paper, we argue that such approaches may not be cost effective. We first analyze the failure characteristics based on real world traces from CERNET2, the China education and Research NETwork 2. We observe that the failure probabilities of the links is heavy-tail, i.e., a small set of links caused most of the failures. We thus propose a selective protection scheme. We carefully analyze the implementation details and the overhead for general backup path schemes of the Internet today. We formulate an optimization problem where the routing performance (in terms of network level availability) should be guaranteed and the backup cost should be minimized. This cost is special as it involves computation overhead. Consequently, we propose a novel Critical-Protection Algorithm which is fast itself. We evaluate our scheme systematically, using real world topologies and randomly generated topologies. We show significant gain even when the network availability requirement is 99.99% as compared to that of the full protection scheme.
近年来,人们对减少Internet上的数据包丢失提出了大量的要求。在提出的方案中,提前寻找备份路径被认为是减少反应时间的有效方法。通常,备份路径被选择为与主路径最不相交的路径,或者在网络级别,为所有链路(例如,IPRFF)计算备份路径。这个简单的选择的有效性是基于1)所有的链接都可能以相同的概率失效;2)面对今天的高保护要求,有不受保护的链接或在主路径和备份路径之间共享链接看起来很奇怪。然而,许多研究表明,互联网链接的脆弱性远非平等。此外,我们已经看到,全面保护计划可能会带来高昂的成本。在本文中,我们认为这种方法可能不具有成本效益。本文首先分析了基于CERNET2(中国教育和研究网络2)的真实世界轨迹的失效特征。我们观察到链路的失效概率是重尾的,即一小部分链路导致了大部分的失效。因此,我们提出了一种选择性保护方案。我们仔细分析了目前Internet上一般备份路径方案的实现细节和开销。我们制定了一个优化问题,其中路由性能(在网络级可用性方面)应该得到保证,并且备份成本应该最小化。这个成本是特殊的,因为它涉及到计算开销。因此,我们提出了一种新的临界保护算法,该算法本身速度很快。我们系统地评估我们的方案,使用真实世界的拓扑和随机生成的拓扑。与完全保护方案相比,即使网络可用性要求为99.99%,我们也显示出显着的增益。
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引用次数: 11
Rethinking Multicast for Massive-Scale Platforms 对大规模平台多播的重新思考
Pub Date : 2009-06-22 DOI: 10.1109/ICDCS.2009.84
K. Birman
A dramatic scale-up of distributed computing platforms is underway. Internet routers can contain hundreds or thousands of line cards. Cloud computing platforms may contain tens or even hundreds of thousands of machines. What is gluing all of this together? Multicast to support data replication, event streams, and coordination. Yet yesterday?s multicast protocols are poorly matched to this new generation of uses; so much so that many cloud platforms refuse to deploy multicast as such, and have instead resorted to clumsy alternatives, mapping multicast to TCP or even web services method invocations. This talk will explore inadequacies of existing protocols, early progress towards better ones, and the longer term research agenda.
分布式计算平台的大规模扩张正在进行中。互联网路由器可以包含数百或数千个线路卡。云计算平台可能包含数万甚至数十万台机器。是什么把这一切联系在一起的?多播支持数据复制、事件流和协调。昨天还吗?S组播协议很难与新一代的应用相匹配;以至于许多云平台拒绝这样部署多播,而是求助于笨拙的替代方案,将多播映射到TCP甚至web服务方法调用。本次演讲将探讨现有协议的不足之处,朝着更好的协议的早期进展,以及长期的研究议程。
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引用次数: 5
Available Bandwidth in Multirate and Multihop Wireless Sensor Networks 多速率和多跳无线传感器网络中的可用带宽
Pub Date : 2009-06-22 DOI: 10.1109/ICDCS.2009.66
Feng Chen, H. Zhai, Yuguang Fang
In this paper, we derive a theoretical model to calculate the available bandwidth of a path and study its upper and lower bounds with background traffic. We show that the clique constraint widely used to construct upper bounds does not hold any more when links are allowed to use different rates at different time. In our proposed model, traditional clique is coupled with rate vector to more properly characterize the conflicting relationships among links in wireless sensor networks where time-varying link adaption is used. Based on the model, we also investigate the problem of joint optimization of QoS routing and propose several routing metrics. The newly proposed conservative clique constraint performs the best among the studied metrics in estimating available bandwidth of flows with background traffic.
本文推导了一种计算路径可用带宽的理论模型,并研究了路径可用带宽的上界和下界。我们证明了当允许链路在不同时间使用不同速率时,广泛用于构造上界的团约束不再成立。在采用时变链路自适应的无线传感器网络中,将传统的团块与速率向量相结合,可以更好地表征链路间的冲突关系。在此基础上,研究了QoS路由的联合优化问题,并提出了若干路由度量。新提出的保守团约束在估计具有背景流量的流的可用带宽方面表现最好。
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引用次数: 3
Maintaining Probabilistic Consistency for Frequently Offline Devices in Mobile Ad Hoc Networks 移动Ad Hoc网络中频繁脱机设备的概率一致性维护
Pub Date : 2009-06-22 DOI: 10.1109/ICDCS.2009.23
Wenzhong Li, E. Chan, Daoxu Chen, Sanglu Lu
Maintaining cache consistency in mobile environment is an important issue which is extensively studied in the last decade. In mobile ad hoc networks (MANETs), a large number of nonstationary mobile terminals connect with each other through multi-hop unreliable communication channels, coupling with the fact that disconnections from the network are very frequent. Most existing cache consistency strategies assume reliable communication between mobile terminals, which cannot handle frequently offline devices adequately. In this paper, we introduce the probabilistic cache consistency model for applications not requiring strong consistency. Based on this model, a probability consistency strategy (ProP) for frequently offline devices in MANETs is studied. ProP is a randomized pull-based Strategy. It is demostrated to guarantee cache consistency with a high probability. A theoretical model is developed to investigate the performance of the proposed cache consistency strategies, and design guidelines are provided for ProP to choose proper system parameters to achieve probabilistic cache consistency.
在移动环境下保持缓存的一致性是近十年来研究的一个重要问题。在移动自组织网络(manet)中,大量非固定移动终端通过多跳不可靠通信信道相互连接,并且网络断开的情况非常频繁。大多数现有的缓存一致性策略都假定移动终端之间的通信是可靠的,这不能充分处理频繁脱机的设备。本文针对不需要强一致性的应用,提出了概率缓存一致性模型。在此模型的基础上,研究了多网中频繁脱机设备的概率一致性策略(ProP)。ProP是一种随机的基于拉动的策略。结果表明,该方法可以保证高概率的缓存一致性。建立了一个理论模型来研究所提出的缓存一致性策略的性能,并为ProP选择适当的系统参数以实现概率缓存一致性提供了设计指南。
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引用次数: 21
A Commutative Replicated Data Type for Cooperative Editing 用于协同编辑的可交换复制数据类型
Pub Date : 2009-06-22 DOI: 10.1109/ICDCS.2009.20
Nuno M. Preguiça, J. Marquès, M. Shapiro, Mihai Letia
A Commutative Replicated Data Type (CRDT) is one where all concurrent operations commute. The replicas of a CRDT converge automatically, without complex concurrency control. This paper describes Treedoc, a novel CRDT design for cooperative text editing. An essential property is that the identifiers of Treedoc atoms are selected from a dense space. We discuss practical alternatives for implementing the identifier space based on an extended binary tree. We also discuss storage alternatives for data and meta-data, and mechanisms for compacting the tree. In the best case, Treedoc incurs no overhead with respect to a linear text buffer. We validate the results with traces from existing edit histories.
交换复制数据类型(CRDT)是所有并发操作交换的数据类型。CRDT的副本自动聚合,不需要复杂的并发控制。本文介绍了一种用于协同文本编辑的新型CRDT设计——Treedoc。一个重要的特性是,Treedoc原子的标识符是从密集空间中选择的。我们讨论了基于扩展二叉树实现标识符空间的实际替代方案。我们还讨论了数据和元数据的存储选择,以及压缩树的机制。在最好的情况下,Treedoc不会对线性文本缓冲区造成任何开销。我们使用来自现有编辑历史的跟踪来验证结果。
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引用次数: 237
期刊
2009 29th IEEE International Conference on Distributed Computing Systems
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