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2012 IEEE 32nd International Conference on Distributed Computing Systems最新文献

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Shuffling with a Croupier: Nat-Aware Peer-Sampling 与庄家一起洗牌:Nat-Aware Peer-Sampling
Pub Date : 2012-06-18 DOI: 10.1109/ICDCS.2012.19
J. Dowling, A. H. Payberah
Despite much recent research on peer-to-peer (P2P) protocols for the Internet, there have been relatively few practical protocols designed to explicitly account for Network Address Translation gateways (NATs). Those P2P protocols that do handle NATs circumvent them using relaying and hole-punching techniques to route packets to nodes residing behind NATs. In this paper, we present Croupier, a peer sampling service (PSS) that provides uniform random samples of nodes in the presence of NATs in the network. It is the first NAT-aware PSS that works without the use of relaying or hole-punching. By removing the need for relaying and hole-punching, we decrease the complexity and overhead of our protocol as well as increase its robustness to churn and failure. We evaluated Croupier in simulation, and, in comparison with existing NAT-aware PSS', our results show similar randomness properties, but improved robustness in the presence of both high percentages of nodes behind NATs and massive node failures. Croupier also has substantially lower protocol overhead.
尽管最近对互联网的点对点(P2P)协议进行了许多研究,但相对而言,很少有实际的协议被设计为明确考虑网络地址转换网关(nat)。那些处理nat的P2P协议使用中继和打孔技术来绕过它们,将数据包路由到位于nat后面的节点。在本文中,我们提出了一个对等抽样服务(PSS),它提供了网络中存在nat的节点的均匀随机样本。这是第一个不使用继电器或冲孔的nat感知PSS。通过消除中继和打孔的需求,我们降低了协议的复杂性和开销,并增加了其对混乱和故障的鲁棒性。我们在模拟中评估了Croupier,与现有的nat感知PSS相比,我们的结果显示出相似的随机性特性,但在nat后节点百分比高和大量节点故障的情况下,我们的鲁棒性得到了提高。Croupier的协议开销也大大降低。
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引用次数: 21
Distributed Incomplete Pattern Matching via a Novel Weighted Bloom Filter 基于加权布隆滤波器的分布式不完全模式匹配
Pub Date : 2012-06-18 DOI: 10.1109/ICDCS.2012.24
Siyuan Liu, Lei Kang, Lei Chen, L. Ni
In this paper, we first propose a very interesting and practical problem, pattern matching in a distributed mobile environment. Pattern matching is a well-known problem and extensive research has been conducted for performing effective and efficient search. However, previous proposed approaches assume that data are centrally stored, which is not the case in a mobile environment (e.g., mobile phone networks), where one person's pattern could be separately stored in a number of different stations, and such a local pattern is incomplete compared with the global pattern. A simple solution to pattern matching over a mobile environment is to collect all the data distributed in base stations to a data center and conduct pattern matching at the data center afterwards. Clearly, such a simple solution will raise huge amount of communication traffic, which could cause the communication bottleneck brought by the limited wireless bandwidth to be even worse. Therefore, a communication efficient and search effective solution is necessary. In our work, we present a novel solution which is based on our well-designed Weighted Bloom Filter (WBF), called, Distributed Incomplete pattern matching (DI-matching), to find target patterns over a distributed mobile environment. Specifically, to save communication cost and ensure pattern matching in distributed incomplete patterns, we use WBF to encode a query pattern and disseminate the encoded data to each base station. Each base station conducts a local pattern search according to the received WBF. Only qualified IDs and corresponding weights in each base station are sent to the data center for aggregation and verification. Through extensive empirical experiments on a real city-scale mobile networks data set, we demonstrate the effectiveness and efficiency of our proposed solutions.
在本文中,我们首先提出了一个非常有趣和实际的问题,即分布式移动环境中的模式匹配。模式匹配是一个众所周知的问题,为了实现有效和高效的搜索,人们进行了大量的研究。然而,先前提出的方法假设数据是集中存储的,而在移动环境(例如,移动电话网络)中并非如此,在移动环境中,一个人的模式可以单独存储在许多不同的站点中,并且与全球模式相比,这种局部模式是不完整的。在移动环境中进行模式匹配的一个简单解决方案是将分布在基站中的所有数据收集到数据中心,然后在数据中心进行模式匹配。显然,这种简单的解决方案会增加大量的通信流量,这可能会使有限的无线带宽带来的通信瓶颈更加严重。因此,一个高效的沟通和搜索有效的解决方案是必要的。在我们的工作中,我们提出了一种新的解决方案,该方案基于我们精心设计的加权布隆过滤器(WBF),称为分布式不完全模式匹配(di -匹配),用于在分布式移动环境中寻找目标模式。具体来说,为了节省通信成本和保证分布式不完全模式下的模式匹配,我们使用WBF对查询模式进行编码,并将编码后的数据分发到各个基站。每个基站根据接收到的WBF进行本地模式搜索。只有每个基站中符合条件的id和相应的权重才会发送到数据中心进行聚合验证。通过在真实城市规模的移动网络数据集上进行广泛的实证实验,我们证明了我们提出的解决方案的有效性和效率。
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引用次数: 8
Robust Overlays for Privacy-Preserving Data Dissemination over a Social Graph 社交图上隐私保护数据传播的鲁棒覆盖
Pub Date : 2012-06-18 DOI: 10.1109/ICDCS.2012.57
Abhishek Singh, G. Urdaneta, M. Steen, R. Vitenberg
A number of recently proposed systems provide secure and privacy-preserving data dissemination by leveraging pre-existing social trust relations and effectively mapping them into communication links. However, as we show in this paper, the underlying trust graph may not be optimal as a communication overlay. It has relatively long path lengths and it can be easily partitioned in scenarios where users are unavailable for a fraction of time. Following this observation, we present a method for improving the robustness of trust-based overlays. Essentially, we start with an overlay derived from the trust graph and evolve it in a privacy-preserving fashion into one that lends itself to data dissemination. The experimental evaluation shows that our approach leads to overlays that are significantly more robust under churn, and exhibit lower path lengths than the underlying trust graph.
最近提出的一些系统通过利用已有的社会信任关系并有效地将其映射到通信链接中,提供安全和保护隐私的数据传播。然而,正如我们在本文中所展示的,底层信任图可能不是最优的通信覆盖。它具有相对较长的路径长度,并且在用户在一小段时间内不可用的情况下可以很容易地对其进行分区。根据这一观察,我们提出了一种改进基于信任的覆盖的鲁棒性的方法。从本质上讲,我们从信任图衍生的覆盖层开始,并以保护隐私的方式将其演变为适合数据传播的覆盖层。实验评估表明,我们的方法导致覆盖在流失下显着更具鲁棒性,并且表现出比底层信任图更低的路径长度。
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引用次数: 12
Privacy Preserving Group Ranking 隐私保护小组排名
Pub Date : 2012-06-18 DOI: 10.1109/ICDCS.2012.18
Lingjun Li, Xinxin Zhao, G. Xue, Gabriel Silva
Group ranking is a necessary process used to find the best participant from a group. Group ranking has many applications, including online marketing, personal interests matching and proposal ranking. In an online virtual environment, participants want to do group ranking without leaking any of their private information. In this work, we generalize this scenario as a privacy preserving group ranking problem and formulate the privacy requirements of this problem. We propose a fully distributed privacy preserving group ranking framework and prove its security in the honest but curious model. The core of our framework is a novel multiparty sorting protocol, which guarantees that an adversary cannot link the private information to its owner's identity as long as the owner's final ranking is hidden from the adversary. Our protocol is efficient in computational overhead and communication rounds compared to existing works, as demonstrated by our analysis and simulation.
小组排名是一个必要的过程,用于从一个小组中找到最好的参与者。群体排名有很多应用,包括网络营销、个人兴趣匹配和提案排名。在在线虚拟环境中,参与者希望在不泄露任何私人信息的情况下进行小组排名。在这项工作中,我们将该场景推广为一个隐私保护群体排名问题,并制定了该问题的隐私需求。提出了一种全分布式保护隐私的群组排名框架,并在诚实好奇模型下证明了其安全性。该框架的核心是一种新型的多方排序协议,只要对攻击者隐藏所有者的最终排名,就可以保证攻击者无法将私人信息与其所有者的身份联系起来。我们的分析和仿真证明,与现有的协议相比,我们的协议在计算开销和通信回合方面是有效的。
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引用次数: 3
Studying Impacts of Prefix Interception Attack by Exploring BGP AS-PATH Prepending 通过探索BGP AS-PATH前缀来研究前缀拦截攻击的影响
Pub Date : 2012-06-01 DOI: 10.1109/ICDCS.2012.59
Y. Zhang, M. Pourzandi
The AS path prep ending approach in BGP is commonly used to perform inter-domain traffic engineering, such as inbound traffic load-balancing for multi-homed ASes. It artificially increases the length of the AS level path in BGP announcements by inserting its local AS number multiple times into outgoing announcements. In this work, we study how the AS path prep ending mechanism can be exploited to launch a BGP prefix interception attack. Our work is motivated by a recent routing anomaly related to AS Path prepending behavior, i.e., Facebook's traffic being redirected to Korea and China due to a shorter path with fewer prep ending ASNs. In order to measure the possible impact of the attack, we develop a simulator to quantify the damage of the attack under a diverse set of attacker/victim combinations. Our main contribution is to quantify how many ASes may be susceptible to the attack, and analyze how effective the attack may be through simulation. Furthermore, we propose an algorithm to detect the interception attack by exploiting inconsistencies via collaborative monitoring from multiple vantage points. Our evaluation shows up to 99% accuracy with 150 vantage points.
BGP中的AS路径准备结束方式通常用于多归属AS的入方向负载分担等域间流量工程。它通过多次将本地自治系统号插入到传出通告中,人为地增加BGP通告中自治系统级路径的长度。在这项工作中,我们研究了如何利用AS路径准备结束机制来发起BGP前缀拦截攻击。我们的工作是由最近与AS路径前置行为相关的路由异常引起的,即Facebook的流量被重定向到韩国和中国,因为路径较短,准备结束的asn较少。为了测量攻击的可能影响,我们开发了一个模拟器来量化攻击在不同攻击者/受害者组合下的损害。我们的主要贡献是量化有多少ase可能容易受到攻击,并通过模拟分析攻击的有效性。此外,我们提出了一种算法,通过从多个有利位置协同监测,利用不一致性来检测拦截攻击。我们的评估显示在150个有利位置准确度高达99%。
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引用次数: 13
Connectivity-based and Boundary-Free Skeleton Extraction in Sensor Networks 传感器网络中基于连通性和无边界的骨架提取
Pub Date : 2012-06-01 DOI: 10.1109/ICDCS.2012.10
Wenping Liu, Hongbo Jiang, Chonggang Wang, Chang Liu, Yang Yang, Wenyu Liu, Bo Li
In sensor networks, skeleton (also known as medial axis) extraction is recognized as an appealing approach to support many applications such as load-balanced routing and location free segmentation. Existing solutions in the literature rely heavily on the identified boundaries, which puts limitations on the applicability of the skeleton extraction algorithm. In this paper, we conduct the first work of a connectivity-based and boundary free skeleton extraction scheme, in sensor networks. In detail, we propose a simple, distributed and scalable algorithm that correctly identifies a few skeleton nodes and connects them into a meaningful representation of the network, without reliance on any constraint on communication radio model or boundary information. The key idea of our algorithm is to exploit the necessary (but not sufficient) condition of skeleton points: the intersection area of the disk centered at a skeleton point x should be the largest one as compared to other points on the chord generated by x, where the chord is referred to as the line segment connecting x and the tangent point in the boundary. To that end, we present the concept of ε-centrality of a point, quantitatively measuring how "central" a point is. Accordingly, a skeleton point should have the largest value of ε-centrality as compared to other points on the chord generated by this point. Our simulation results show that the proposed algorithm works well even for networks with low node density or skewed nodal distribution, etc. In addition, we obtain two by-products, the boundaries and the segmentation result of the network.
在传感器网络中,骨架(也称为中轴)提取被认为是支持负载均衡路由和无位置分割等许多应用的一种有吸引力的方法。现有的文献解决方案严重依赖于已识别的边界,这限制了骨架提取算法的适用性。在本文中,我们在传感器网络中进行了基于连通性和无边界的骨架提取方案的第一次工作。详细地说,我们提出了一种简单、分布式和可扩展的算法,它可以正确地识别几个骨架节点,并将它们连接成一个有意义的网络表示,而不依赖于通信无线电模型或边界信息的任何约束。我们算法的关键思想是利用骨架点的必要条件(但不是充分条件):以骨架点x为中心的圆盘的相交面积相对于x生成的弦上的其他点是最大的,其中弦被称为连接x和边界上切点的线段。为此,我们提出了一个点的ε-中心性的概念,定量地衡量一个点的“中心”程度。因此,与由该点生成的弦上的其他点相比,骨架点应具有最大的ε-中心性值。仿真结果表明,该算法在低节点密度、节点分布偏态等情况下也能很好地适应网络。此外,我们还得到了网络的边界和分割结果两个副产品。
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引用次数: 11
Octopus: A Secure and Anonymous DHT Lookup 章鱼:一个安全且匿名的DHT查找
Pub Date : 2012-03-12 DOI: 10.1109/ICDCS.2012.78
Qiyan Wang, N. Borisov
Distributed Hash Table (DHT) lookup is a core technique in structured peer-to-peer (P2P) networks. Its decentralized nature introduces security and privacy vulnerabilities for applications built on top of them, we thus set out to design a lookup mechanism achieving both security and anonymity, heretofore an open problem. We present the design of Octopus, which uses attacker identification mechanisms to discover and remove malicious nodes, severely limiting an adversary's ability to carry out active attacks, and splits lookup queries over separate anonymous paths and introduces dummy queries to achieve high levels of anonymity. We analyze the security of Octopus by developing an event-based simulator to show that the attacker discovery mechanisms can rapidly identify malicious nodes with low error rate. We calculate the anonymity of Octopus using probabilistic modeling and show that Octopus can achieve near-optimal anonymity. We evaluate Octopus's efficiency on Planet lab and show that Octopus has reasonable lookup latency and low bandwidth overhead.
分布式哈希表(DHT)查找是结构化点对点(P2P)网络中的一项核心技术。它的去中心化特性为构建在其上的应用程序引入了安全和隐私漏洞,因此我们着手设计一种既能实现安全性又能实现匿名性的查找机制,这在以前是一个开放的问题。我们介绍了Octopus的设计,它使用攻击者识别机制来发现和删除恶意节点,严重限制了对手执行主动攻击的能力,并在单独的匿名路径上分割查找查询,并引入虚拟查询以实现高级别匿名。通过开发基于事件的仿真器对Octopus的安全性进行分析,表明攻击者发现机制可以快速识别出恶意节点,错误率低。我们使用概率模型计算了Octopus的匿名性,并证明了Octopus可以实现近最优匿名性。我们在Planet实验室评估了Octopus的效率,并表明Octopus具有合理的查找延迟和低带宽开销。
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引用次数: 32
Tiresias: Online Anomaly Detection for Hierarchical Operational Network Data 分层操作网络数据的在线异常检测
Pub Date : 2012-03-09 DOI: 10.1109/ICDCS.2012.30
C. Hong, M. Caesar, N. Duffield, Jia Wang
Operational network data, management data such as customer care call logs and equipment system logs, is a very important source of information for network operators to detect problems in their networks. Unfortunately, there is lack of efficient tools to automatically track and detect anomalous events on operational data, causing ISP operators to rely on manual inspection of this data. While anomaly detection has been widely studied in the context of network data, operational data presents several new challenges, including the volatility and sparseness of data, and the need to perform fast detection (complicating application of schemes that require offline processing or large/stable data sets to converge). To address these challenges, we propose Tiresias, an automated approach to locating anomalous events on hierarchical operational data. Tiresias leverages the hierarchical structure of operational data to identify high-impact aggregates (e.g., locations in the network, failure modes) likely to be associated with anomalous events. To accommodate different kinds of operational network data, Tiresias consists of an online detection algorithm with low time and space complexity, while preserving high detection accuracy. We present results from two case studies using operational data collected at a large commercial IP network operated by a Tier-1 ISP: customer care call logs and set-top box crash logs. By comparing with a reference set verified by the ISP's operational group, we validate that Tiresias can achieve >;94% accuracy in locating anomalies. Tiresias also discovered several previously unknown anomalies in the ISP's customer care cases, demonstrating its effectiveness.
运营网络数据、客户关怀呼叫日志、设备系统日志等管理数据是网络运营商发现网络问题的重要信息来源。不幸的是,缺乏有效的工具来自动跟踪和检测运行数据中的异常事件,导致ISP运营商依赖于人工检查这些数据。虽然异常检测已经在网络数据的背景下得到了广泛的研究,但操作数据提出了一些新的挑战,包括数据的波动性和稀疏性,以及执行快速检测的需求(需要离线处理或大型/稳定数据集收敛的方案的复杂应用)。为了解决这些挑战,我们提出了一种自动化的方法来定位分层操作数据上的异常事件。Tiresias利用操作数据的分层结构来识别可能与异常事件相关的高影响聚合(例如,网络中的位置,故障模式)。为了适应不同类型的运营网络数据,Tiresias采用了一种低时间和空间复杂度的在线检测算法,同时保持了较高的检测精度。我们介绍了两个案例研究的结果,这些研究使用了由一级ISP运营的大型商业IP网络收集的操作数据:客户服务呼叫日志和机顶盒崩溃日志。通过与ISP运营组验证的参考集进行比较,我们验证了Tiresias在定位异常方面可以达到> 94%的准确率。泰瑞西亚斯还在ISP的客户服务案例中发现了一些以前未知的异常情况,证明了其有效性。
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引用次数: 18
Limiting Byzantine Influence in Multihop Asynchronous Networks 限制多跳异步网络中的拜占庭影响
Pub Date : 2012-01-27 DOI: 10.1109/ICDCS.2012.15
Alexandre Maurer, S. Tixeuil
We consider the problem of reliably broadcasting information in a multi hop asynchronous network that is subject to Byzantine failures. That is, some nodes of the network can exhibit arbitrary (and potentially malicious) behavior. Existing solutions provide deterministic guarantees for broadcasting between all correct nodes, but require that the communication network is highly-connected (typically, 2k+1 connectivity is required, where k is the total number of Byzantine nodes in the network). In this paper, we investigate the possibility of Byzantine tolerant reliable broadcast between most correct nodes in low-connectivity networks (typically, networks with constant connectivity). In more details, we propose a new broadcast protocol that is specifically designed for low-connectivity networks. We provide sufficient conditions for correct nodes using our protocol to reliably communicate despite Byzantine participants. We present experimental results that show that our approach is especially effective in low-connectivity networks when Byzantine nodes are randomly distributed.
我们考虑了在多跳异步网络中受拜占庭故障影响的可靠广播信息问题。也就是说,网络的某些节点可能表现出任意(潜在的恶意)行为。现有的解决方案为所有正确节点之间的广播提供了确定性保证,但要求通信网络高度连接(通常需要2k+1连接,其中k是网络中拜占庭节点的总数)。在本文中,我们研究了低连通性网络(通常是具有恒定连通性的网络)中大多数正确节点之间拜占庭容忍可靠广播的可能性。更详细地说,我们提出了一种专门为低连接网络设计的新的广播协议。我们为使用我们的协议的正确节点提供了足够的条件,以便在拜占庭参与者的情况下可靠地通信。我们给出的实验结果表明,当拜占庭节点随机分布时,我们的方法在低连接网络中特别有效。
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引用次数: 14
G-COPSS: A Content Centric Communication Infrastructure for Gaming Applications G-COPSS:游戏应用的以内容为中心的通信基础设施
Pub Date : 2011-11-15 DOI: 10.1109/LANMAN.2011.6076923
Jiachen Chen, M. Arumaithurai, Xiaoming Fu, K. Ramakrishnan
Information-Centric Networking provides substantial flexibility for users to obtain information without knowing the source of information or its current location. With users increasingly focused on an online world, an emerging challenge for the network infrastructure is to support Massively Multiplayer Online Role Playing Game (MMORPG). Currently, MMORPG is built on IP infrastructure with the primary responsibility resting on servers for disseminating control messages and predicting/retrieving objects belonging to each player's view. Scale and timeliness are major challenges of such a server-oriented gaming architecture. Limited server resources significantly impair the user's interactive experience, requiring game implementations to limit the number of players in a single game instance. We propose Gaming over COPSS (G-COPSS), a distributed communication infrastructure using a Content-Oriented Pub/Sub System (COPSS) to enable efficient decentralized information dissemination in MMORPG, jointly exploiting the network and end-systems for player management and information dissemination. G-COPSS aims to scale well in the number of players in a single game, while still meeting users' response time requirements. We have implemented G-COPSS on top of the open-source CCNx implementation. We use a simple game with a hierarchical map to carefully micro benchmark the implementation and the processing involved in managing game dynamics. We have also micro benchmarked the game based on NDN and a server with an IP infrastructure. We emulate an application that is particularly emblematic of MMORPG -- Counter-Strike -- but one in which all players share a hierarchical structured map. Using trace-driven simulation, we demonstrate that G-COPSS can achieve high scalability and tight timeliness requirements of MMORPG. The simulator is parameterized based on micro benchmarks of our implementation. Our evaluations show that G-COPSS provides orders of magnitude improvement in update latency and a factor of two reduction in aggregate network load compared to a server-based implementation.
以信息为中心的网络为用户在不知道信息来源或当前位置的情况下获取信息提供了极大的灵活性。随着用户越来越关注在线世界,支持大型多人在线角色扮演游戏(MMORPG)是网络基础设施面临的一个新挑战。目前,MMORPG是建立在IP基础设施上的,服务器的主要职责是传播控制信息,预测/检索属于每个玩家视图的对象。规模和时效性是这种面向服务器的游戏架构的主要挑战。有限的服务器资源严重损害了用户的交互体验,要求游戏实现限制单个游戏实例中的玩家数量。本文提出了一种基于COPSS (Gaming over COPSS, G-COPSS)的分布式通信基础设施,采用面向内容的Pub/Sub系统(Content-Oriented Pub/Sub System, COPSS)来实现MMORPG中高效的分散信息传播,共同利用网络和终端系统进行玩家管理和信息传播。G-COPSS的目标是在单个游戏中很好地扩展玩家数量,同时仍然满足用户的响应时间要求。我们在开源的CCNx实现之上实现了G-COPSS。我们使用一个带有层级地图的简单游戏,仔细地对执行和管理游戏动态过程进行微基准测试。我们还基于NDN和带有IP基础架构的服务器对游戏进行了微基准测试。我们模仿了一款MMORPG的典型应用——《反恐精英》,但在这款应用中,所有玩家都共享一个分层结构的地图。通过跟踪驱动仿真,我们证明了G-COPSS可以实现MMORPG的高扩展性和严格的时效性要求。模拟器是基于我们实现的微基准参数化的。我们的评估表明,与基于服务器的实现相比,G-COPSS在更新延迟方面提供了数量级的改进,并且在总网络负载方面减少了两倍。
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引用次数: 30
期刊
2012 IEEE 32nd International Conference on Distributed Computing Systems
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