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Game Theory Based Network Partitioning Approaches for Controller Placement in SDN

机译:基于游戏理论基于网络分区的SDN控制器放置方法

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Software Defined Networking decouples the control plane from the data plane and shifts the control plane to an external entity known as the controller. In large networks, the control plane is distributed among multiple controllers to satisfy fault tolerant and response time requirements. The network is divided into multiple domains, and one or more controllers are deployed in each of these domains. The naive approach for partitioning the network using the k-means algorithm with random initialization results in solutions that are far from optimal. In this paper, we propose a network partition based controller placement strategy by leveraging k-means algorithm with cooperative game theory initialization. The partitioning of the network into subnetworks is modeled as a cooperative game with the set of all switches as the players of the game. The switches try to form coalitions with other switches to maximize their value. It is referred as cooperative k-means for brevity. We also propose a variant of cooperative k-means strategy that tries to produce partitions that are balanced in size. Further, we propose a two step network partitioning strategy that considers both the load and latency. The performance of our proposed strategies are evaluated on networks from Internet 2 OS3E and Internet Topology Zoo. Results demonstrate that our cooperative k-means strategy generates solutions that are close to optimal in terms of the worst case switch to controller latency and outperforms the standard k-means algorithm. Evaluations also demonstrate that the variant of cooperative k-means produces balanced partitions. Furthermore, the load and latency aware partitioning approach reduces both partition imbalance and worst case latency.
机译:软件定义的网络从数据平面向控制平面分离并将控制平面移位到称为控制器的外部实体。在大网络中,控制平面分布在多个控制器之间,以满足容错和响应时间要求。网络被分成多个域,并且在每个域中部署一个或多个控制器。使用K-Means算法对网络进行分区的天真方法,随机初始化导致远离最佳的解决方案。在本文中,我们通过利用K-Means算法利用合作博弈论初始化来提出基于网络分区的控制器放置策略。网络进入子网的分区是与作为游戏的玩家的所有交换机集的合作游戏。交换机尝试使用其他交换机形成联盟,以最大化它们的价值。它被称为简洁的合作k手段。我们还提出了一种合作K-Means策略的变体,试图产生均衡平衡的分区。此外,我们提出了一项两步网络分区策略,其考虑负载和延迟。我们拟议的策略的表现在来自互联网2 OS3E和互联网拓扑动物园的网络上进行了评估。结果表明,我们的协作K型策略会在最坏情况下为控制器延迟和胜过标准K-Means算法而易于最佳的解决方案。评估还表明合作K-Means的变体产生平衡分区。此外,负载和延迟感知分区方法减少了分区不平衡和最坏情况延迟。

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