Ensuring high data availability is a vital prerogative for Content Delivery Networks (CDN), and as we look to deploy CDN mechanisms onto mobile platforms, this imperative becomes ever more challenging. In traditional CDNs, replication ensures high availability of data, with server-loads and content-popularity often used as parameters to tightly control the process. However, the highly transient properties of such wireless and mobile devices constitute a major hurdle for any replication algorithm, rendering most simplified methods inadequate. Our contribution begins with a unique message-pulsing mechanism operating within a wireless cluster, that detects devices and ascertains their reliability. Results show the viability of our pulsing algorithm in determining a base replication level. Next, a Markovian queueing model is introduced, allowing us to induce replication based on the required speed of service. This affords finer control over the replication process, creating a more effective replication strategy suited for mobile-based CDNs. Extensive analysis of the model were performed, with parameters derived from real-world conditions. Results indicate that the model is able to compute logical values for the expected waiting times in service and thus, control the speed of replication within the CDN.
The very notion of a fully Peer-to-Peer (P2P) Virtual Environment (VE) places exacting demands on its underlying network. Subset applications such as online games are notorious for their sensitivity to latency and high bandwidth demands. By omitting the centralised mechanisms that underpin current commercial implementations, the task of managing a disparate and dynamic peer population is made ever more daunting.For any VE, arbitrating the interactions between players is an inescapable need. Online games are equal parts collaboration and competition, requiring robust conflict resolution mechanisms to govern game-play. With centralised systems, arbitration duties are simply assigned to a provisioned server infrastructure. In a P2P system however, the issue looms large. As such, managing arbitration loads across the peer population is the focus here. Being a game-play arbitrator entails added bandwidth and processing demands. Thus, great care is needed to avoid overloading peers whilst providing a responsive and uninterrupted experience.The work here exploits 3D Voronoi Diagrams (3D-VD) as a scalable, flexible and fault-tolerant P2P overlay that is able to automatically balance arbitration loads amongst peers. Simulation results indicate how 3D-VD, with the right arbitrator-selection policy, can appropriately distribute loads and reduce load fluctuations by up to 90%. This is then augmented with algorithms based on classical Newtonian gravity laws. Doing so provides an autonomous method to detect and respond to high-demand areas within the VE. Further experimentation demonstrates an ability to reduce the instances of failed arbitration attempts by 50%.Index Terms-Peer-to-peer overlays, distributed virtual environments, load management.
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