A challenge in designing a peer-to-peer (P2P) system is to ensure that the system is able to tolerate selfish nodes that strategically deviate from their specification whenever doing so is convenient. In this paper, we propose RACOON, a framework for the design of P2P systems that are resilient to selfish behaviours. While most existing solutions target specific systems or types of selfishness, RACOON proposes a generic and semi-automatic approach that achieves robust and reusable results. Also, RACOON supports the system designer in the performance-oriented tuning of the system, by proposing a novel approach that combines Game Theory and simulations. We illustrate the benefits of using RACOON by designing two P2P systems: a live streaming and an anonymous communication system. In simulations and a real deployment of the two applications on a testbed comprising 100 nodes, the systems designed using RACOON achieve both resilience to selfish nodes and high performance.
This paper describes the process to elicit and classify the requirements of the TOREADOR Big Data platform. The paper provides an overview of the analysis performed on the general requirements related to project goals, models' definition, and management, as well as on the legal aspects of a Big Data Campaign. The final aim is offering a proposition on the aspects that today users perceive as innovative for a Big Data platform.
A challenge in designing cooperative distributed systems is to develop feasible and cost-effective mechanisms to foster 7 cooperation among selfish nodes, i.e., nodes that strategically deviate from the intended specification to increase their individual utility. 8 Finding a satisfactory solution to this challenge may be complicated by the intrinsic characteristics of each system, as well as by the 9 particular objectives set by the system designer. Our previous work addressed this challenge by proposing RACOON, a general and 10 semi-automatic framework for designing selfishness-resilient cooperative systems. RACOON relies on classical game theory and a 11 custom built simulator to predict the impact of a fixed set of selfish behaviours on the designer's objectives. In this paper, we present 12 RACOON++, which extends the previous framework with a declarative model for defining the utility function and the static behaviour of 13 selfish nodes, along with a new model for reasoning on the dynamic interactions of nodes, based on evolutionary game theory. We 14 illustrate the benefits of using RACOON++ by designing three cooperative systems: a peer-to-peer live streaming system, a load 15 balancing protocol, and an anonymous communication system. Extensive experimental results using the state-of-the-art PeerSim 16 simulator verify that the systems designed using RACOON++ achieve both selfishness-resilience and high performance.
Selfishness is one of the key problems that confronts developers of cooperative distributed systems (e.g., filesharing networks, voluntary computing). It has the potential to severely degrade system performance and to lead to instability and failures. Current techniques for understanding the impact of selfish behaviours and designing effective countermeasures remain manual and time-consuming, requiring multi-domain expertise. To overcome these difficulties, we propose SEINE, a simulation framework for rapid modelling and evaluation of selfish behaviours in a cooperative system. SEINE relies on a domain-specific language (SEINE-L) for specifying selfishness scenarios, and provides semi-automatic support for their implementation and study in a state-of-the-art simulator. We show in this paper that (1) SEINE-L is expressive enough to specify fifteen selfishness scenarios taken from the literature, (2) SEINE is accurate in predicting the impact of selfishness compared to real experiments, and (3) SEINE substantially reduces the development effort compared to traditional manual approaches.
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