首页> 外文期刊>Distributed and Parallel Databases >Replicating data objects in large distributed database systems: an axiomatic game theoretic mechanism design approach
【24h】

Replicating data objects in large distributed database systems: an axiomatic game theoretic mechanism design approach

机译:在大型分布式数据库系统中复制数据对象:公理的游戏理论机制设计方法

获取原文
获取原文并翻译 | 示例
       

摘要

Data object replication onto distributed servers can potentially alleviate bottlenecks, reduce network traffic, increase scalability, add robustness, and decrease user perceived access time. The decision of selecting data object and server pairs requires solving a constraint optimization problem that in general is NP-complete. In this paper, we abstract the distributed database system as an agent-based model, wherein agents continuously compete for allocation and reallocation of data objects. Each agent aims to replicate objects onto its server such that the communication cost is minimized. However, these agents do not have a global view of the system. Thereby, the optimization process becomes highly localized. Such localized optimization may severely affect the overall system performance. To cope with such localized optimization, we propose a "semi-distributed" axiomatic game theoretical mechanism. The mechanism's control is unique in its decision making process, wherein all the heavy processing is done on the servers of the distributed system and the central body is only required to take a binary decision: (0) not to replicate or (1) to replicate. The cost model used by the agents in the mechanism for the purpose of identifying beneficial data objects is tailored made so that even though the agents take decisions based on their local knowledge domain, the effect is translated into a system-wide performance enhancement. The proposed mechanism is extensively compared against seven well-known conventional and three game theoretical replica allocation methods, namely, branch and bound, greedy, genetic, data-aware replication, tree inspired bottom-up procedure, tree inspired min-max procedure, Benders' decomposition based procedure, game theoretical English auction, game theoretical Dutch auction, and game theoretical selfish replication procedure. The experimental setup incorporates GT-ITM, Inet network topology generators, Soccer World Cup 1998 access logs, and NASA Kennedy Space Center access logs to closely mimic the Web in its infrastructure and user access patterns. The experimental results reveal that the proposed technique despite its non-cooperative nature improves the solution quality and reduces the execution time compared to other techniques.
机译:将数据对象复制到分布式服务器上可以潜在地缓解瓶颈,减少网络流量,增加可伸缩性,增加健壮性并减少用户感知的访问时间。选择数据对象和服务器对的决定需要解决通常是NP完全的约束优化问题。在本文中,我们将分布式数据库系统抽象为基于代理的模型,其中代理不断竞争数据对象的分配和重新分配。每个代理旨在将对象复制到其服务器上,以使通信成本最小化。但是,这些代理没有系统的全局视图。因此,优化过程变得高度局部化。这种局部优化可能会严重影响整体系统性能。为了应对这种局部优化,我们提出了一种“半分布式”公理博弈的理论机制。该机制的控制在其决策过程中是唯一的,其中所有繁重的处理都是在分布式系统的服务器上完成的,并且只需要中央主体做出二进制决策:(0)不复制或(1)复制。量身定制了代理机构在机制中用于标识有益数据对象的成本模型,因此,即使代理机构基于其本地知识领域做出决策,其效果也可以转化为系统范围的性能增强。将所提出的机制与七个众所周知的常规和三个博弈论副本分配方法进行了广泛比较,这三个方法是分支定界,贪婪,遗传,数据感知复制,树启发式自下而上过程,树启发式最小-最大过程,Benders分解程序,博弈论英语拍卖,博弈论荷兰拍卖和博弈论自私复制程序。实验设置结合了GT-ITM,Inet网络拓扑生成器,1998年世界杯足球赛访问日志和NASA肯尼迪航天中心访问日志,以在其基础结构和用户访问模式中密切模仿Web。实验结果表明,与其他技术相比,所提出的技术尽管具有非合作性质,但可以提高解决方案质量并减少执行时间。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号