Results 1 - 10
of
64
Distributing Streaming Media Content Using Cooperative Networking
, 2002
"... In this paper, we discuss the problem of distributing streaming media content, both live and on-demand, to a large number of hosts in a scalable way. Our work is set in the context of the traditional client-server framework. Specifically, we consider the problem that arises when the server is overwh ..."
Abstract
-
Cited by 294 (6 self)
- Add to MetaCart
In this paper, we discuss the problem of distributing streaming media content, both live and on-demand, to a large number of hosts in a scalable way. Our work is set in the context of the traditional client-server framework. Specifically, we consider the problem that arises when the server is overwhelmed by the volume of requests from its clients. As a solution, we propose Cooperative Networking (CoopNet), where clients cooperate to distribute content, thereby alleviating the load on the server. We discuss the proposed solution in some detail, pointing out the interesting research issues that arise, and present a preliminary evaluation using traces gathered at a busy news site during the flash crowd that occurred on September 11, 2001.
Squirrel: A decentralized peer-to-peer web cache
, 2002
"... This paper presents a decentralized, peer-to-peer web cache called Squirrel. The key idea is to enable web browsers on desktop machines to share their local caches, to form an efficient and scalable web cache, without the need for dedicated hardware and the associated administrative cost. We propose ..."
Abstract
-
Cited by 155 (2 self)
- Add to MetaCart
This paper presents a decentralized, peer-to-peer web cache called Squirrel. The key idea is to enable web browsers on desktop machines to share their local caches, to form an efficient and scalable web cache, without the need for dedicated hardware and the associated administrative cost. We propose and evaluate decentralized web caching algorithms for Squirrel, and discover that it exhibits performance comparable to a centralized web cache in terms of hit ratio, bandwidth usage and latency. It also achieves the benefits of decentralization, such as being scalable, self-organizing and resilient to node failures, while imposing low overhead on the participating nodes. 1.
Cloud Computing and Emerging IT Platforms: Vision, Hype, and Reality for Delivering Computing as the 5th Utility
"... With the significant advances in Information and Communications Technology (ICT) over the last half century, there is an increasingly perceived vision that computing will one day be the 5th utility (after water, electricity, gas, and telephony). This computing utility, like all other four existing u ..."
Abstract
-
Cited by 97 (36 self)
- Add to MetaCart
With the significant advances in Information and Communications Technology (ICT) over the last half century, there is an increasingly perceived vision that computing will one day be the 5th utility (after water, electricity, gas, and telephony). This computing utility, like all other four existing utilities, will provide the basic level of computing service that is considered essential to meet the everyday needs of the general community. To deliver this vision, a number of computing paradigms have been proposed, of which the latest one is known as Cloud computing. Hence, in this paper, we define Cloud computing and provide the architecture for creating Clouds with market-oriented resource allocation by leveraging technologies such as Virtual Machines (VMs). We also provide insights on market-based resource management strategies that encompass both customer-driven service management and computational risk management to sustain Service Level Agreement (SLA)-oriented resource allocation. In addition, we reveal our early thoughts on interconnecting Clouds for dynamically creating global Cloud exchanges and markets. Then, we present some representative Cloud platforms, especially those developed in industries along with our current work towards realizing market-oriented resource allocation of Clouds as realized in Aneka enterprise Cloud technology. Furthermore, we highlight the difference between High Performance Computing (HPC) workload and Internet-based services workload. We also describe a meta-negotiation infrastructure to establish global Cloud
Peer-to-Peer Caching Schemes to Address Flash Crowds
, 2002
"... Flash crowds can cripple a web site's performance. Since they are infrequent and unpredictable, these floods do not justify the cost of traditional commercial solutions. We describe Backslash, a collaborative web mirroring system run by a collective of web sites that wish to protect themselves from ..."
Abstract
-
Cited by 80 (3 self)
- Add to MetaCart
Flash crowds can cripple a web site's performance. Since they are infrequent and unpredictable, these floods do not justify the cost of traditional commercial solutions. We describe Backslash, a collaborative web mirroring system run by a collective of web sites that wish to protect themselves from flash crowds. Backslash is built on a distributed hash table overlay and uses the structure of the overlay to cache aggressively a resource that experiences an uncharacteristically high request load. By redirecting requests for that resource uniformly to the created caches, Backslash helps alleviate the effects of flash crowds. We explore cache diffusion techniques for use in such a system and find that probabilistic forwarding improves load distribution albeit not dramatically.
Slurpie: A Cooperative Bulk Data Transfer Protocol
- IN PROCEEDINGS OF IEEE INFOCOM
, 2004
"... We present Slurpie: a peer-to-peer protocol for bulk data transfer. Slurpie is specifically designed to reduce client download times for large, popular files, and to reduce load on servers that serve these files. Slurpie employs a novel adaptive downloading strategy to increase client performance, a ..."
Abstract
-
Cited by 79 (5 self)
- Add to MetaCart
We present Slurpie: a peer-to-peer protocol for bulk data transfer. Slurpie is specifically designed to reduce client download times for large, popular files, and to reduce load on servers that serve these files. Slurpie employs a novel adaptive downloading strategy to increase client performance, and employs a randomized backoff strategy to precisely control load on the server. We describe a full implementation of the Slurpie protocol, and present results from both controlled localarea and wide-area testbeds. Our results show that Slurpie clients improve performance as the size of the network increases, and the server is completely insulated from large flash crowds entering the Slurpie network.
A lightweight, robust p2p system to handle flash crowds
, 2002
"... Internet flash crowds (a.k.a. hot spots) are a phenomenon that result from a sudden, unpredicted increase in an on-line object’s popularity. Currently, there is no efficient means within the Internet to scalably deliver web objects under hot spot conditions to all clients that desire the object. We ..."
Abstract
-
Cited by 77 (4 self)
- Add to MetaCart
Internet flash crowds (a.k.a. hot spots) are a phenomenon that result from a sudden, unpredicted increase in an on-line object’s popularity. Currently, there is no efficient means within the Internet to scalably deliver web objects under hot spot conditions to all clients that desire the object. We present PROOFS: a simple, lightweight, peer-to-peer (P2P) approach that uses randomized overlay construction and randomized, scoped searches to efficiently locate and deliver objects under heavy demand to all users that desire them. We evaluate PROOFS ’ robustness in environments in which clients join and leave the P2P network as well as in environments in which clients are not always fully cooperative. Through a mix of analytical modeling, simulation, and prototype experimentation in the Internet, we show that randomized approaches like PROOFS should effectively relieve flash crowd symptoms in dynamic, limited-participation environments. 1
Turning Heterogeneity into an Advantage in Overlay Routing
, 2002
"... Distributed hash table (DHT)-based overlay networks, represented by Pastry, CAN, and Chord, offer an administration-free and fault-tolerant application-level overlay network. While elegant from a theoretical perspective, these systems have some disadvantages. First, they rely on applicationlevel rou ..."
Abstract
-
Cited by 49 (6 self)
- Add to MetaCart
Distributed hash table (DHT)-based overlay networks, represented by Pastry, CAN, and Chord, offer an administration-free and fault-tolerant application-level overlay network. While elegant from a theoretical perspective, these systems have some disadvantages. First, they rely on applicationlevel routing, which may be inefficient with respect to network delays and bandwidth consumption. Second, they typically construct a homogeneously structured overlay even though nodes in these networks usually have varying physical connectivity and packet-forwarding capacities. In this
Make it Fresh, Make it Quick - Searching a Network of Personal Webservers
- In Proc. 12th International World Wide Web Conference
, 2003
"... Personal webservers have proven to be a popular means of sharing files and peer collaboration. Unfortunately, the transient availability and rapidly evolving content on such hosts render centralized, crawl-based search indices stale and incomplete. To address this problem, we propose YouSearch, a di ..."
Abstract
-
Cited by 31 (3 self)
- Add to MetaCart
Personal webservers have proven to be a popular means of sharing files and peer collaboration. Unfortunately, the transient availability and rapidly evolving content on such hosts render centralized, crawl-based search indices stale and incomplete. To address this problem, we propose YouSearch, a distributed search application for personal webservers operating within a shared context (e.g., a corporate intranet). With YouSearch, search results are always fast, fresh and complete --- properties we show arise from an architecture that exploits both the extensive distributed resources available at the peer webservers in addition to a centralized repository of summarized network state. YouSearch extends the concept of a shared context within web communities by enabling peers to aggregate into groups and users to search over specific groups. In this paper, we describe the challenges, design, implementation and experiences with a successful intranet deployment of YouSearch.
Wide area redirection of dynamic content by internet data centers
- In Proceedings of IEEE INFOCOM, Hong Kong
, 2004
"... Abstract — Traditional approaches to mirroring, caching, and content distribution have an underlying assumption that minimizing network hop count minimizes client latency. However, with uncongested backbones and potentially high-latency service times for dynamic content, such techniques are of limit ..."
Abstract
-
Cited by 26 (3 self)
- Add to MetaCart
Abstract — Traditional approaches to mirroring, caching, and content distribution have an underlying assumption that minimizing network hop count minimizes client latency. However, with uncongested backbones and potentially high-latency service times for dynamic content, such techniques are of limited effectiveness. In this paper, we propose an architecture in which dispatchers at an overloaded Internet Data Center (IDC) can redirect requests for dynamic content to a geographically remote IDC. Using a combination of analytical modeling and testbed experiments, we show that the delay savings of redirecting requests to a lightly loaded IDC can far outweigh the overhead in inter-IDC network latency. Consequently, client end-to-end delays are significantly reduced without requiring modifications to clients, servers, or DNS.
Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games
"... Without well-provisioned dedicated servers, modern fast-paced action games limit the number of players who can interact simultaneously to 16–32. This is because interacting players must frequently exchange state updates, and high player counts would exceed the bandwidth available to participating ma ..."
Abstract
-
Cited by 21 (5 self)
- Add to MetaCart
Without well-provisioned dedicated servers, modern fast-paced action games limit the number of players who can interact simultaneously to 16–32. This is because interacting players must frequently exchange state updates, and high player counts would exceed the bandwidth available to participating machines. In this paper, we describe Donnybrook, a system that enables epicscale battles without dedicated server resources, even in a fastpaced game with tight latency bounds. It achieves this scalability through two novel components. First, it reduces bandwidth demand by estimating what players are paying attention to, thereby enabling it to reduce the frequency of sending less important state updates. Second, it overcomes resource and interest heterogeneity by disseminating updates via a multicast system designed for the special requirements of games: that they have multiple sources, are latency-sensitive, and have frequent group membership changes. We present user study results using a prototype implementation based on Quake III that show our approach provides a desirable user experience. We also present simulation results that demonstrate Donnybrook’s efficacy in enabling battles of up to 900 players.

