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1.
    
GaMe‐PLive is a game theoretical framework for peer‐to‐peer live video streaming. Prevention of free‐riding and minimization of loss rate in video data transmission are the important objectives of the proposed framework. GaMe‐PLive is also extremely evasive about overhead of extra control messages exchange. At first, a static game with complete information between peers is described, which models the peer's interactive decision process for acceptance/rejection of a video chunk request. All peers repeatedly play this game during video playback periodically. Afterwards, the proposed game is analyzed to obtain a Nash equilibrium, which determines a peer's best strategic response for participation in the video chunk distribution. It will be proved that by applying some simple and feasible conditions, the desired objectives can be reached. The experimental results reveal that the proposed system has been successful in detecting free‐riders with negligible false negative and false positive rate. Also, tolerable loss chunk percentage has been satisfied in all performed tests. Besides, an interesting social norm emerges in GaMe‐PLive: Less participation leads to more missing chunks. GaMe‐PLive will be proven to be quite resistant against cheating peers. The proposed framework displays high performance even if there is not a video server with high upload bandwidth. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

2.
    
We consider a ‘Social Group’ of networked nodes, seeking a ‘universe’ of segments. Each node has a subset of the universe and access to an expensive resource for downloading data. Nodes can also acquire the universe by exchanging copies of segments among themselves, at low cost, using inter‐node links. While exchanges over inter‐node links ensure minimum cost, some nodes in the group try to exploit the system. We term such nodes as ‘non‐reciprocating nodes’ and prohibit such behavior by proposing the ‘give‐and‐take’ criterion, where exchange is allowed if each node has segments unavailable with the other. Under this criterion, we consider the problem of maximizing the number of nodes with the universe at the end of local exchanges. First, we present a randomized algorithm that is shown to be optimal in the asymptotic regime. Then, we present greedy links algorithm, which performs well for most of the scenarios and yields an optimal result when the number of nodes is four. The polygon algorithm is proposed, which yields an optimal result when each of the nodes has a unique segment. After presenting some intuitive algorithms (e.g., greedy incremental algorithm and rarest first algorithm), we compare the performances of all proposed algorithms with the optimal. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

3.
    
Nowadays, peer‐to‐peer network plays a significant role in data transfer and communication. The past few years have witnessed considerable growth in this area because of its inherent advantages. Peer‐to‐peer live streaming has a significant impact on video transmission over the Internet. Major factors that influence the performance of P2P live streaming are overlay construction and scheduling strategies. Although, a large number of scheduling schemes are developed but none of them is comprehensive enough to provide solutions to live streaming issues. These suffer from substantial delay and low video quality at the receiver side. In this paper, a new start‐up–based selection procedure and slack time–based scheduling scheme is proposed. The start‐up selection procedure defines the start‐up buffer location for new peer, and the scheduling scheme selects both the chunk and peers. The proposed scheduling scheme uses both push and pull priority–based strategies. The simulation results of the proposed approach demonstrates significant improvement in both the network performance and video quality at the receiver side. It is observed that playback delay, startup delay, and end‐to‐end delay in the network are reduced and quality of the video at receiver side is improved as the distortion and frame loss ratio is decreased.  相似文献   

4.
    
This paper aims to develop an understanding on how users of private BitTorrent communities participate in downloading and uploading by using the download records of CHDBits, one of the largest private BitTorrent communities in China. First, we investigate the arrivals of CHDBits users, which correspond to the initiations of new download tasks. The investigation demonstrates that user arrival rate varies with time in a day, and this variation dovetails well into users’ daily schedule. Moreover, we observe that it is with more than half possibility that the two consecutive arrivals of a CHDBits user take place in the same day, and that an individual user issues new download tasks with a probability of 0.23, on which we base to estimate that all CHDBits users are expected to launch at least one new download task in 42 days. Second, we present an analysis on the post‐download behavior of users. We observe that the average per task seeding time of 99% of users is no less than 8 h, showing CHDBits users’ great willingness to contribute. We also find that almost all the seeding processes have been interrupted and resumed multiple times. Finally, we study the bandwidth distribution of users and evaluate users’ bandwidth utilization in the downloading process. Our study shows that the bandwidths of most CHDBits users are uniformly distributed in the range from 256 kB/s to 16 MB/s, and users with a higher bandwidth tend to experience a lower bandwidth utilization. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

5.
This letter presents an enhancement of EigenTrust. Using the beta distribution, local trust values can be more correctly evaluated. Simulation shows that the proposed scheme calculates the local trust more correctly by up to 8%. For personalization, the proposed scheme provides cumulative transitive values from the local trust to the global trust with mathematically guaranteed convergence.  相似文献   

6.
    
This paper proposes iMobile, a proxy‐based platform for developing mobile services for various mobile devices and wireless access technologies. iMobile acts as a message gateway that allows mobile devices to relay messages to each other through various protocols on different access networks. It allows mobile devices to access internet services, corporate databases and to control various network devices. iMobile implements three key abstractions: dev‐let, info‐let and app‐let. An info‐let provides abstract view of information space. An app‐let implements service or application logic by processing information from various info‐lets. A dev‐let receives and sends messages through any particular protocols for mobile devices. The let engine supports user and device profiles for personalization and transcoding, and invokes proper app‐lets and info‐lets to answer requests from a dev‐let. The iMobile modular architecture allows developers to write device drivers, information access methods and application logic independently from each other. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

7.
    
This work describes a novel live video streaming system for P2P networks, referred to as P2broadcast. The video streaming service has bandwidth requirements to guarantee presentation quality. Therefore, a scalable strategy to quickly find a path from a media server to a client with abundant bandwidth is very important. A common approach in the literature is the bandwidth first (BF) scheme, which allows a newcomer to adopt a BF tree traversal scheme to find its parent peer on the P2P overlay tree to retrieve the media content. The BF scheme is likely to build a deep overlay tree, resulting in long start‐up latency as the number of peers on the overlay tree grows. P2broadcast reduces start‐up latency by organizing peers into hierarchical clusters and making the overlay tree become a ‘short‐and‐wide’ tree. The hierarchical clustering structure enables a newcomer to find its parent peer among the set of peers that are more likely to provide large available bandwidth only. Limiting the set of potential parent peers not only reduces start‐up latency but also improves the system availability. Additionally, unlike the BF scheme that only concerns available bandwidth, P2broadcast utilizes a cost function to evaluate the appropriateness of a potential parent peer. The cost function considers the depth of the newcomer on the overlay tree, making the overlay tree become a short‐and‐wide tree. In addition to start‐up latency reduction, the short‐and‐wide tree feature also alleviates the service interruption probability due to the leaving or failure of a peer. Our simulation results show that P2broadcast greatly outperforms the BF scheme in terms of system availability, and achieves around 66% savings in start‐up latency and 10% decrement in service interruption probability. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

8.
    
Peer‐to‐peer networks are overlay networks that are built on top of communication networks that are called underlay networks. In these networks, peers are unaware of the underlying networks, so the peers choose their neighbors without considering the underlay positions, and therefore, the resultant overlay network may have mismatches with its underlying network, causing redundant end‐to‐end delay. Landmark clustering algorithms, such as mOverlay , are used to solve topology mismatch problem. In the mOverlay algorithm, the overlay network is formed by clusters in which each cluster has a landmark peer. One of the drawbacks of mOverlay is that the selected landmark peer for each cluster is fixed during the operation of the network. Because of the dynamic nature of peer‐to‐peer networks, using a non‐adaptive landmark selection algorithm may not be appropriate. In this paper, an adaptive landmark clustering algorithm obtained from the combination of mOverlay and learning automata is proposed. Learning automata are used to adaptively select appropriate landmark peers for the clusters in such a way that the total communication delay will be minimized. Simulation results have shown that the proposed algorithm outperforms the existing algorithms with respect to communication delay and average round‐trip time between peers within clusters. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

9.
    
A new video transport protocol for multicast agents in wireless mesh networks (WMNs) is proposed in this paper. The proposed protocol enables a significant reduction in the transmission overhead, while providing reliable communication for its use in multicast applications. This proposed reliable protocol provides a practical approach for an overlay peer‐to‐peer multicast facility supported within the application layer. This obviates the need to give upgraded routers capable of handling multicast broadcasting or modify the existing protocol stack. The protocol tolerates partial losses in multimedia transmissions, while supporting control of the delay sensitivity of such transmissions in WMNs. The key issue in this protocol is the ability to detect packet loss, anticipate retransmission requests, and use the anticipated retransmission requests to transmit the lost packets prior to requests from other receiving agents. The proposed protocol allows for the receiver to determine if retransmission of lost packets is required, ensuring the greatest flexibility needed for a reliable multicast protocol. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   

10.
11.
流媒体分发系统关键技术综述   总被引:9,自引:5,他引:9  
 流媒体将是未来通信中的杀手业务.本文讨论了流媒体分发系统的关键技术,阐述了基于CDN (Content Distributed Network)和基于P2P (Peer to Peer )的流媒体的研究现状,针对基于CDN的流媒体,研究了流媒体调度算法,代理服务器缓存算法,基于CDN的交互式操作.针对基于P2P的流媒体,研究了数据分配算法,激励机制,流媒体对象的放置,应用层组播,基于P2P的交互式操作.指出了流媒体的未来研究方向.  相似文献   

12.
    
This paper proposes iPTT, a peer‐to‐peer (P2P) Push‐to‐Talk (PTT) service for Voice over IP (VoIP). In iPTT, a distributed and mobile‐operator independent network architecture is presented to accelerate the deployment of the PTT service. Based on the serverless architecture, we develop two mechanisms, that is, flooding‐based floor control mechanism (FFC) and tree‐based floor control mechanism (TFC), for real‐time talk‐burst determination. The determination algorithms and the corresponding message flows for these two mechanisms are designed to show the feasibility of FFC and TFC. The performance of FFC and TFC is investigated through our analytical and simulation models in terms of the determination latency and the number of floor‐control message exchanges. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

13.
以BitTorrent为代表的对等网络文件下载时存在带宽吞噬的难题,如何实现可控传输是这类应用可持续发展的必要条件。本文基于电信新业务平台——媒体电信网对可控传输的需求,提出一种可控性对等网络文件下载算法,采用集中式目录服务器传输调度有效限制骨干网负载流量;同时利用基于对等技术的分布式传输,采用空闲终端和补偿服务器相结合的策略进行补偿传输,以保持不低于BitTorrent的下载速率。基于PDNS的数据包级大规模网络并行仿真结果证明了所提出算法的有效性,其综合性能优于BitTorrent算法。  相似文献   

14.
    
Because video streaming over mobile handheld devices has been of great interest, the necessity of introducing new methods with low implementation cost and scalable infrastructures is a strong demand of the service. In particular, these requirements are present in popular wireless networks such as wireless mesh networks (WMN). Peer‐to‐peer (P2P) networks promise an efficient scalable network infrastructure for video streaming over wired and wireless networks. Limited resources of the peers in P2P networks and high error rate in wireless channels make it more challenging to run P2P streaming applications over WMNs. Therefore, it is necessary to design efficient and improved error protection methods in P2P video streaming applications over WMNs. In this paper, we propose a new adaptive unequal video protection method specially intended for large scale P2P video streaming over mobile WMNs. Using this method, different frames have different priorities in receivers along the recovery process. Moreover, we precisely and completely evaluate different aspects related to frame protection in these networks using five important performance metrics including video distortion, late arrival distortion, end‐to‐end delay, overhead and initial start‐up delay. The results obtained from a precise simulation in OMNeT++ show that the proposed adaptive method significantly outperforms other solutions by providing better video quality on mobile wireless nodes. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

15.
    
This work describes a novel location‐aware, self‐organizing, fault‐tolerant peer‐to‐peer (P2P) overlay network, referred to as Laptop. Network locality‐aware considerations are a very important metric for designing a P2P overlay network. Several network proximity schemes have been proposed to enhance the routing efficiency of existing DHT‐based overlay networks. However, these schemes have some drawbacks such as high overlay network and routing table maintenance overhead, or not being completely self‐organizing. As a result, they may result in poor scalability as the number of nodes in the system grows. Laptop constructs a location‐aware overlay network without pre‐determined landmarks and adopts a routing cache scheme to avoid maintaining the routing table periodically. In addition, Laptop significantly reduces the overlay maintenance overhead by making each node maintain only the connectivity between parent and itself. Mathematical analysis and simulations are conducted to evaluate the efficiency, scalability, and robustness of Laptop. Our mathematical analysis shows that the routing path length is bounded by logd N, and the joining and leaving overhead is bounded by d logd N, where N is the number of nodes in the system, and d is the maximum degree of each node on the overlay tree. Our simulation results show that the average latency stretch is 1.6 and the average routing path length is only about three in 10 000 Laptop nodes, and the maximum degree of a node is bounded by 32. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

16.
王雷  侯立佩 《电子技术》2011,38(8):7-9,3
现有的服务组合方法多是获取候选服务节点的信息,在集中式组合引擎上搜索路径.这种集中式方法不仅具有单点失效、可扩展性差等缺点,而且候选服务的QoS没有保证,服务搜索空间过大,组合效率较低.文章提出了一种分布式的服务组合方法(BDDSC),将分散在网络中性能有保证的服务节点构建成服务覆盖网络,使各个节点协作执行进行动态服务...  相似文献   

17.
    
Cognitive peer‐to‐peer networks are obtained from a combination of cognitive networking concepts and peer‐to‐peer networks. These networks are able to improve their performance while operating under dynamic and unknown environments. A cognitive peer‐to‐peer network tries to learn an appropriate configuration for itself considering the unknown physical properties of peers. Cognitive mobile peer‐to‐peer networks refer to cognitive peer‐to‐peer networks which are built over mobile ad hoc networks. In these networks, heterogeneity of the mobility of peers and resource limitation in wireless networks create challenges for network management algorithms. Because of the dynamicity of these networks, the management algorithms should be designated in self‐adaptive manner. In one type of these networks, some peers, called super‐peers, undertake to perform network managerial tasks. The mobility of peers leads to connection failure among peers and reselection of new super‐peers. Therefore, the selection of super‐peers, due to their influential role, requires an algorithm that considers the peers' mobility. Up to now, no self‐adaptive algorithm has been designated for super‐peer selection considering the mobility of peers in a self‐adaptive manner. This paper proposes M‐SSBLA, a self‐adaptive algorithm for super‐peer selection considering the mobility of peers based on learning automata. The proposed algorithm is obtained from cooperation between a learning automata‐based cognitive engine and MIS. MIS is a well‐known super‐peer selection algorithm in mobile peer‐to‐peer networks. We compared the proposed algorithm with recently reported algorithms, especially for a network with high mobility. Simulation results show that the proposed algorithm can cover maximum ordinary‐peer with a few super‐peer and improve robustness against super‐peer failures while decreasing maintenance overhead.  相似文献   

18.
    
With the recent development of LTE‐A/5G technologies, data sharing among mobile devices offer an attractive opportunity to reduce Internet access. However, it requires smart strategies to share the data with low trade‐offs in time, cost, and energy. Several existing schemes offer a super‐peer‐based two‐tier model using a distributed hash table (DHT) organization for smart devices having device‐to‐device (D2D)/Bluetooth/WiFi capabilities. The primary focus of these schemes has been to reduce Internet usage by increased D2D content sharing. However, the real challenge is not in creating a two‐tier model, but evolving an efficient overlay that offers enhanced opportunities for D2D content sharing over the existing model. In this paper, we formulated a P‐median‐based selection of tier‐1 devices in a distribution network and solved it using the Lagrangian relaxation method. The tier‐2 devices become clients seeking content sharing services from tier‐1 devices. A strong motivation in this work is to raise a user's perception of the grade of service known as quality of experience (QoE). We analyzed the challenge for QoE assessment in resource‐constrained smartphones under the proposed model of enhanced D2D communication. Our focus is to establish a framework to evaluate QoE for applications and services over LTE‐A/5G networks with an improved D2D communication level. The simulation and the experimental results validate the claim that substantial improvements in QoE are possible with the proposed mathematical model for selecting and placing tier‐1 mobile devices and maintaining a DHT for D2D communication.  相似文献   

19.
    
In peer‐to‐peer (P2P) networks, with the aim to support semantic search and keep scalability at the same time, a novel double‐layer P2P protocol is proposed. Firstly, keywords representing resource characteristics are compressed into bloom filters and structured P2P layer is constructed. Secondly, through analyzing one's bloom filters, each node extracts its interest, which is represented by a characteristic vector V. After obtaining common interest among nodes through comparing their Vs, a small‐world model is constructed, and another unstructured P2P layer is obtained. Consequently, on the basis of the decentralized architecture, a double‐layer semantic search P2P protocol is structured. When objective resource is being located, its similarity to local interest is used to determine whether it should be located in unstructured P2P semantic layer or structured layer adaptively, which not only improves search efficiency but also supports semantic location more widely. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

20.
测量分析P2P文件共享系统是解决P2P优化、网络管理等问题的基础。当前P2P网络设计日趋复杂,并且部分运行机制直接导致测量数据不完整或测量周期过长,比如BitTorrent文件共享系统。针对这一问题,本文抽象出BitTorrent系统的3个测量层次,包括索引测量、节点测量和内容测量,并重点解决了3个层次中的测量难题,设计实现了一个面向BitTorrent的测量系统。在此基础上,本文对BitTorrent系统进行了持续测量,并重点分析了BitTorrent系统的节点行为:节点演化规律和节点到达模型。测量结果表明,节点演化规律和节点到达均呈现强烈的周期性。为此,本文改进了节点到达模型,新模型与实际测量数据拟合效果较好,进一步修正了节点到达模型。  相似文献   

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