2022
DOI: 10.1007/s00453-022-01023-w
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Self-Stabilizing and Private Distributed Shared Atomic Memory in Seldomly Fair Message Passing Networks

Abstract: We study the problem of privately emulating shared memory in message-passing networks. The system includes clients that store and retrieve replicated information on N servers, out of which e are data-corrupting malicious. When a client accesses a data-corrupting malicious server, the data field of that server response might be different from the value it originally stored. However, all other control variables in the server reply and protocol actions are according to the server algorithm. For the coded atomic s… Show more

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Cited by 7 publications
(7 citation statements)
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“…1.6 Self-stabilizing systems in the presence of seldom fairness Dolev, Petig, and Schiller [18] studied self-stabilizing systems that their scheduler is seldom fair. Specifically, after the occurrence of the last transient fault, fairness eventually holds, but only for the bounded period that is sufficient for enabling Convergence.…”
Section: Asynchronous Systems Without Any Fairness Assumptionsmentioning
confidence: 99%
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“…1.6 Self-stabilizing systems in the presence of seldom fairness Dolev, Petig, and Schiller [18] studied self-stabilizing systems that their scheduler is seldom fair. Specifically, after the occurrence of the last transient fault, fairness eventually holds, but only for the bounded period that is sufficient for enabling Convergence.…”
Section: Asynchronous Systems Without Any Fairness Assumptionsmentioning
confidence: 99%
“…Non-self-stabilizing fault-tolerant TO-URB exists [31,23], but we are interested in self-stabilizing solutions. Seldom fairness was used for solving self-stabilizing FIFO-URB [25], binary and multivalued consensus [27,28], atomic shared memory emulation and their wait-free snapshots [18,21], as well as set-constraint broadcast [26], to name a few. This earlier literature assumes seldom fairness and shows how to transform a non-self-stabilizing algorithm into a self-stabilizing one.…”
Section: Related Workmentioning
confidence: 99%
“…One player transfers a move (using a message) to another player; the second player matches the move to the copy of the "playing board", measures its options, and transfers his "countermove" to the first player. In this example, there is nothing the player has to do except choose his move or wait for the second player to send his move, so there is no need to be able to synchronously receive and process messages [26]. This is not usually the case.…”
Section: B Asynchronous Message Passingmentioning
confidence: 99%
“…There may be an entrance to work with, many players for remote syncing, graphical screens may be required to update, and complex internal modules to keep the route right. To save every item in the proxy operating in the ideal way, asynchronous message I / O may be necessary so message-passing scheme will support this method [26] [27].…”
Section: B Asynchronous Message Passingmentioning
confidence: 99%
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