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Selfish Overlay Network Creation and Maintenance

机译:自私覆盖网络的创建和维护

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A foundational issue underlying many overlay network applications ranging from routing to peer-to-peer file sharing is that of the network formation, i.e., folding new arrivals into an existing overlay, and rewiring to cope with changing network conditions. Previous work has considered the problem from two perspectives: devising practical heuristics for the case of cooperative peers and performing game-theoretic analysis for the case of selfish peers. In this paper, we unify the aforementioned thrusts by defining and studying the selfish neighbor selection (SNS) game and its application to overlay routing. At the heart of SNS stands the restriction that peers are allowed up to a certain number of neighbors. This makes SNS substantially different from existing network formation games that impose no bounds on peer degrees. Having bounded degrees has important practical consequences as it permits the creation of overlay structures that require $O(n)$ instead of $O(n^2)$ link monitoring overhead. We show that a node''s “best response” wiring strategy amounts to solving a $k$ -median problem on asymmetric distance. Best-response wirings have substantial practical utility as they permit selfish nodes to reap substantial performance benefits when connecting to overlays of nonselfish nodes. A more intricate consequence is that even nonselfish nodes can benefit from the existence of some selfish nodes since the latter, via their local optimizations, create a highly optimized backbone, upon which even simple heuristic wirings yield good performance. To capitalize on the above properties, we design, build, and deploy EGOIST, an SNS-inspired prototype overlay routing system for PlanetLab. We demonstrate that EGOIST outperforms existing heuristic overlays -n-non a variety of performance metrics, including delay, available bandwidth, and node utilization, while it remains competitive with an optimal but unscalable full-mesh overlay.
机译:从路由到对等文件共享的许多覆盖网络应用程序的基础问题是网络形成的问题,即将新来的邮件折叠到现有覆盖网络中,并重新布线以应对不断变化的网络状况。以前的工作从两个角度考虑了这个问题:针对合作伙伴的案例设计实用的启发式方法,针对自私的同行的案例进行博弈论分析。在本文中,我们通过定义和研究自私邻居选择(SNS)博弈及其在覆盖路由中的应用来统一上述重点。 SNS的核心是限制对等体最多允许一定数量的邻居。这使得SNS与现有网络形成游戏大为不同,现有网络形成游戏对对等度没有限制。具有边界度具有重要的实际后果,因为它允许创建需要$ O(n)$而不是$ O(n ^ 2)$链接监视开销的覆盖结构。我们表明,节点的“最佳响应”布线策略相当于解决不对称距离上的$ k $-中位数问题。最佳响应布线具有实质性的实用性,因为它们允许自私节点在连接到非自私节点的覆盖物时获得实质性的性能优势。更复杂的结果是,即使非自私的节点也可以从一些自私的节点的存在中受益,因为后者通过它们的局部优化创建了高度优化的主干,即使是简单的启发式布线也可以产生良好的性能。为了充分利用上述特性,我们设计,构建和部署了EGOIST,这是一个由SNS启发的PlanetLab原型叠加路由系统。我们证明,EGOIST的性能优于现有的启发式覆盖-n-非多种性能指标,包括延迟,可用带宽和节点利用率,同时仍可与最佳但不可扩展的全网格覆盖竞争。

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