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Distributed Object Location in a Dynamic Network
, 2004
"... Modern networking applications replicate data and services widely, leading to a need for location-independent routing---the ability to route queries to objects using names independent of the objects' physical locations. Two important properties of such a routing infrastructure are routing local ..."
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Cited by 193 (17 self)
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Modern networking applications replicate data and services widely, leading to a need for location-independent routing---the ability to route queries to objects using names independent of the objects' physical locations. Two important properties of such a routing infrastructure are routing locality and rapid adaptation to arriving and departing nodes. We show how these two properties can be efficiently achieved for certain network topologies. To do this, we present a new distributed algorithm that can solve the nearest-neighbor problem for these networks. We describe our solution in the context of Tapestry, an overlay network infrastructure that employs techniques proposed by Plaxton et al. [24].
Meridian: A Lightweight Network Location Service without Virtual Coordinates
- In SIGCOMM
, 2005
"... This paper introduces a lightweight, scalable and accurate framework, called Meridian, for performing node selection based on network location. The framework consists of an overlay network structured around multi-resolution rings, query routing with direct measurements, and gossip protocols for diss ..."
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Cited by 190 (8 self)
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This paper introduces a lightweight, scalable and accurate framework, called Meridian, for performing node selection based on network location. The framework consists of an overlay network structured around multi-resolution rings, query routing with direct measurements, and gossip protocols for dissemination. We show how this framework can be used to address three commonly encountered problems, namely, closest node discovery, central leader election, and locating nodes that satisfy target latency constraints in large-scale distributed systems without having to compute absolute coordinates. We show analytically that the framework is scalable with logarithmic convergence when Internet latencies are modeled as a growthconstrained metric, a low-dimensional Euclidean metric, or a metric of low doubling dimension. Large scale simulations, based on latency measurements from 6.25 million node-pairs as well as an implementation deployed on PlanetLab show that the framework is accurate and effective.
A Note on the Nearest Neighbor in Growth-Restricted Metrics
- In 15th ACM-SIAM Symp. on Discrete Algorithms (SODA
, 2004
"... In this paper, we give results relevant to sequential and distributed dynamic data structures for finding nearest neighbors in growth-restricted metrics. Our sequential data structure uses linear space, and requires O(log n) queries in expecation and O(log n) queries for lookups with high probabili ..."
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Cited by 19 (2 self)
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In this paper, we give results relevant to sequential and distributed dynamic data structures for finding nearest neighbors in growth-restricted metrics. Our sequential data structure uses linear space, and requires O(log n) queries in expecation and O(log n) queries for lookups with high probability. This improves the results of Karger and Ruhl [4], whose data structure uses O(n log n) space with comparable expected time bounds. This also improves on the time bound of a load-balanced version of algorithm (for dynamic networks) presented in [3].
Principles of Locality-Aware Networks for Locating Nearest Copies of Data
, 2003
"... Building overlay network tools for locating information in a manner that exhibits localityawareness is crucial for the viability of large internets. It means that costs are proportional to the actual distance of interacting parties, and in many cases, that load may be contained locally. This pape ..."
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Cited by 2 (0 self)
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Building overlay network tools for locating information in a manner that exhibits localityawareness is crucial for the viability of large internets. It means that costs are proportional to the actual distance of interacting parties, and in many cases, that load may be contained locally. This paper presents a step-by-step decomposition of several locality-aware networks, that support distributed content-based location services. It explains their common principles and their variations with simple and clear analysis.
Meridian: A Lightweight Framework for Network Location without Virtual Coordinates
- IN PROC. OF ACM SIGCOMM
, 2005
"... Selecting nodes based on their position in the network is a basic building block for many distributed systems. This paper describes a peer-to-peer overlay network for performing position-based node selection. Our system, Meridian, provides a lightweight, accurate and scalable framework for keeping t ..."
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Cited by 1 (0 self)
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Selecting nodes based on their position in the network is a basic building block for many distributed systems. This paper describes a peer-to-peer overlay network for performing position-based node selection. Our system, Meridian, provides a lightweight, accurate and scalable framework for keeping track of location information for participating nodes. The framework consists of an overlay network structured around multi-resolution rings, query routing with direct measurements, and gossip protocols for dissemination. We show how this framework can be used to address three commonly encountered problems in large-scale distributed systems without having to compute absolute coordinates; namely, closest node discovery, central leader election, and locating nodes that satisfy target latency constraints. We show analytically that the framework is scalable with logarithmic convergence when Internet latencies are modeled as a growth-constrained metric, a low-dimensional Euclidian metric, or a metric of low doubling dimension. Large scale simulations, based on latency measurements from 6.25 million node-pairs, and an implementation deployed on PlanetLab both show that the framework is accurate and effective.
ABSTRACT Object Location in Realistic Networks
"... We devise an object location scheme that achieves a guaranteed low stretch in a wider and more realistic class of networks than previous schemes. The distinctive feature of our scheme is that it is inherently adaptive to the underlying topology. In particular, the system achieves 1 + ɛ stretch (for ..."
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We devise an object location scheme that achieves a guaranteed low stretch in a wider and more realistic class of networks than previous schemes. The distinctive feature of our scheme is that it is inherently adaptive to the underlying topology. In particular, the system achieves 1 + ɛ stretch (for arbitrarily fixed ɛ> 0), with a neighbor list size that depends on the local density around the node (but not on the global growth rate bound). As a byproduct, our scheme has several advantages over existing ones, such as robustness to errors in network measurements, and simpler design choices of system builders, which may lead to improved and more robust deployments.
Introduction Research Statement
"... My research bridges theory and systems. By building algorithms and data structures for problems of practical interest, I contribute both to the theory community and to the systems community. The focus of my research ..."
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My research bridges theory and systems. By building algorithms and data structures for problems of practical interest, I contribute both to the theory community and to the systems community. The focus of my research
Finding Nearby Objects in Peer-to-Peer Networks
, 2004
"... A peer-to-peer object location system is an evolving set of computers cooperating to store objects. A reasonable system should easily adapt when computers join or leave the network (self-organization), reliably find objects (completeness), and ensure that no computer works too hard (load balance). ..."
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A peer-to-peer object location system is an evolving set of computers cooperating to store objects. A reasonable system should easily adapt when computers join or leave the network (self-organization), reliably find objects (completeness), and ensure that no computer works too hard (load balance). Searches in this network should find nearby copies of objects when possible: a searcher in Berkeley looking for an object on the Berkeley subnetwork should find the object without ever sending a message outside of Berkeley. In this thesis,