SlideShare una empresa de Scribd logo
1 de 108
Descargar para leer sin conexión
Lecture 7
    Peer-to-Peer
Interest Management
      8 March 2010



                      1
Point-to-Point
 Architecture


      2
                 2
Problem:
Communication between
  every pair of peers


          3
                        3
Idea (old): A peer p only
needs to communicate
with another peer q
if p is relevant to q

            4
                            4
Recall: In C/S Architecture, the
server has global information
and decide who is relevant to
who.


               5
                                   5
Problem: No global
information in P2P
architecture.


           6
                     6
Naive Solution: Every
peer keeps global information
about all other peers and
make individual decision.


              7
                                7
Maintaining global
information is expensive
(and that’s what we want
to avoid in the first place!)


              8
                               8
Smarter solution:
exchange position, then
decide when should the
next position exchange be.


              9
                             9
Idea: Assume B is static. If
A knows B’s position, A can
compute the region which is
irrelevant to B. Need not
update B if A moves within
that region.

              10
                               10
what if B moves?




       11
                   11
It still works if B also knows A
position and computes the
region that is irrelevant to A.



                12
                                   12
Position exchanges occur once
initially, and when a player
moves outside of its irrelevant
region wrt another player.


               13
                                  13
Frontier Sets
cell-based, visibility-based IM



               14
                                  14
Previously, we learnt how to
compute cell-to-cell visibility.



               15
                                   15
Frontier for cells X and Y
       consists of
  two sets FXY and FYX


            16
                             16
No cell in FXY is visible from
a cell in FYX, and vice versa.



              17
                                 17
FXY and FYX are disjoint
if X and Y are not mutually visible.




                 18
                                       18
FXY and FYX are empty
if X and Y are mutually visible.




               19
                                   19
Suppose X and Y are not
  mutually visible, then
   a simple frontier is

 FXY = {X}        FYX = {Y}

(many others are possible)
             20
                              20
A   B    C


D   E    F


G   H    I



    21
             21
A   B    C


D   E    F


G   H    I



    22
             22
A   B    C


D   E    F


G   H    I



    23
             23
A   B    C


D   E    F


G   H    I



    24
             24
NOT a frontier for A and I (D is visible from B).


            A           B         C


            D           E         F


             G         H          I



                         25
                                                    25
Position exchanges occur once
initially, and when a player
moves outside of its irrelevant
region wrt another player.


               26
                                  26
Initialize:
Let player P be in cell X
For each player Q
    Let cell of Q be Y
	

 Compute FXY (or simply FQ)


               27
                                 27
Move to new cell:
Let X be new cell
For each player Q
	

 If X not in FQ
	

 Send location to Q



               28
                         28
Receive Update:
(location from Q)
Send location to Q
Recompute FQ


             29
                     29
Update is triggered.


A        B         C


D        E             F


G        H             I



          30
                           30
New Frontier.


A         B         C


D         E         F


G        H          I



           31
                        31
Update triggered.


A           B           C


D           E           F


G          H            I



             32
                            32
New frontier (empty since E can see G)


        A         B         C


        D         E         F


        G         H         I



                   33
                                         33
How to compute frontier?




           34
                           34
A good frontier is as large as
 possible, with two almost
      equal-size sets.



              35
                                 35
Build a visibility graph. Cells are vertices. Two cells are
connected by an edge if they are visible to each other
         (EVEN if they don’t share a boundary)


                 A           B         C


                 D           E          F


                 G          H           I

                              36
                                                              36
Let dist(X,Y) be the shortest
distance between two cells X
 and Y on the visibility graph.



               37
                                  37
0       1        2
    A       B    C

2       1        2
    D       E     F

2       3        3
    G       H        I

            38
                         38
Theorem
FXY = { i | dist(X,i) <= dist(Y,i) - 1}
FYX = { j | dist(Y,j) < dist(X,j) - 1}

are valid frontiers.


                    39
                                          39
0       3   1        3   2 3
    A           B        C

2       2   1        2   2 4
    D           E         F

2       1   3        1   3 0
    G           H        I

                40
                               40
0       3   1        3   2 3
    A           B        C

2       2   1        2   2 4
    D           E         F

2       1   3        1   3 0
    G           H        I

                41
                               41
0       3   1        3   2 3
    A           B        C

2       2   1        2   2 4
    D           E         F

2       1   3        1   3 0
    G           H        I

                42
                               42
A   B    C


D   E    F


G   H    I



    43
             43
Theorem
FXY = { i | dist(X,i) <= dist(Y,i) - 1}
FYX = { j | dist(Y,j) < dist(X,j) - 1}

are valid frontiers.


                    44
                                          44
FXY = { i |dist(X,i) <= dist(Y,i) - 1}
FYX = { j |dist(Y,j) < dist(X,j) - 1}


Proof (by contradiction)
Suppose there are two cells, C in
FXY and D in FYX, that can see each
other.

                          45
                                         45
FXY = { i |dist(X,i) <= dist(Y,i) - 1}
FYX = { j |dist(Y,j) < dist(X,j) - 1}


dist(X,C) <= dist(Y,C) - 1
dist(Y,D) < dist(X,D) - 1
dist(C,D) = dist(D,C) = 1

                          46
                                         46
dist(X,C) <= dist(Y,C) - 1
dist(Y,D) < dist(X,D) - 1
dist(C,D) = dist(D,C) = 1

We also know that
dist(X,D) <= dist(X,C) + dist(C,D)
dist(Y,C) <= dist(Y,D) + dist(D,C)

                        47
                                     47
1. dist(X,C) <= dist(Y,C) - 1
2. dist(Y,D) < dist(X,D) - 1
3. dist(C,D) = 1
4. dist(X,D) <= dist(X,C) + dist(C,D)
5. dist(Y,C) <= dist(Y,D) + dist(D,C)


From 4, 1, and 3:
dist(X,D) 	

<= dist(Y,C) - 1 + 1
From 5:
dist(X,D) <= dist(Y,D) + 1
                        48
                                        48
1. dist(X,C) <= dist(Y,C) - 1
2. dist(Y,D) < dist(X,D) - 1
3. dist(C,D) = 1
4. dist(X,D) <= dist(X,C) + dist(C,D)
5. dist(Y,C) <= dist(Y,D) + dist(D,C)


We have
	

 dist(X,D) <= dist(Y,D) + 1
Which contradict 2
	

 dist(X,D) > dist(Y,D) + 1
                        49
                                        49
How good is the idea?

(How many messages can we save
    by using Frontier Sets?)



              50
                                 50
q2dm3     q2dm4   q2dm8

  Max dist()    4         5       8
Num of cells   666 1902 966

                    51
                                         51
Frontier Density:
% of player-pairs with
non-empty frontiers.


            52
                         52
q2dm3        q2dm4   q2dm8
Frontier
Density    83.9 93.0 84.2


                   53
                                        53
Frontier Size:
% of cells in the frontier
on average


             54
                             54
q2dm3        q2dm4   q2dm8
Frontier
    Size   38.3% 67.3% 68.2%


                   55
                                        55
Compare with
1. Naive P2P
2. Perfect P2P


         56
                 56
Naive P2P
Always send update to
15 other players.


           57
                        57
Perfect P2P
Hypothetical protocol
that sends messages
only to visible players.

             58
                           58
Number of messages per frame per player.


           q2dm3           q2dm4     q2dm8

   NPP       15            15.7      14.4
    PPP      3.7           1.9        4.2
Frontier     5.4           2.6        5.9
                      59
                                              59
Space Complexity
Let N be the number of cells. If
we precompute Frontier for
every pair of cells, we need
           O(N       3)
space.
                60
                                   60
If we store visibility graph and
compute frontier as needed,
we only need
           O(N       2)
space.

                 61
                                   61
Frontier Sets
cell-based, visibility-based IM



               62
                                  62
Limitations


     63
              63
Works badly if there’s
little occlusion in the
     virtual world.

           64
                          64
Still need to
exchange locations
 with every other
players occasionally.

          65
                        65
Frontier Sets
cell-based, visibility-based IM



               66
                                  66
Voronoi Overlay Network:
Aura-based Interest Management



             67
                                 67
Diagrams and plots in the
 sections are taken from
  presentation slides by
Shun-yun Hu, available on
     http://vast.sf.net


          68
                            68
Keep a list of AOI-neighbors and
exchange messages with AOI-neighbors.




                  69
                                        69
Q: How to initialize AOI-neighbors?




                 70
                                      70
Q: How to update AOI-neighbors?




               71
                                  71
Problem: No global
information in P2P
architecture.


           72
                     72
Idea: Find closest node and
   ask for introductions




             73
                              73
Idea: New AOI-neighbors will likely be
neighbors of my existing AOI-neighbors.




                   74
                                          74
Challenge: Need to discover new neighbors
   even if current node has no neighbor




                    75
                                            75
Question: How to find
closest node?


          76
                       76
Every node is in charge of a
region in the virtual world.

The region contains points
closest to the node.

               77
                               77
Voronoi Diagram




       78
                  78
AOI Neighbors:
     Neighbors in AOI




79
                        79
Enclosing
     Neighbors:
     Neighbors in
     adjacent region.

     (may or may not
     be in AOI)




80
                        80
Boundary
     Neighbors:
     Neighbors whose
     region intersect
     with AOI.

     (may or may not
     be in AOI)



81
                        81
Boundary and
     Enclosing
     Neighbor




82
                    82
Regular AOI
     Neighbor:
     Non-boundary
     and non-enclosing
     neighbor in AOI




83
                         83
Unknown nodes
     (not neighbors!)




84
                        84
Type        in AOI?   intersect?   adjacent?

Regular     yes       no           no

Enclosing   maybe     no           yes

Boundary    maybe     yes          no

Enclosing
          maybe       yes          yes
+Boundary

                                               85
A node always
connect to its
enclosing neigbours,
regardless of whether
they are in the AOI.

     86
                        86
A node connects to
exchanges updates
with all neighbors.




    87
                      87
A node maintains
Voronoi of all
neighbors
(regardless of inside
AOI or not)

    88
                        88
Suppose a player X wants to
join. X sends its location to
any node in the system.



               89
                                89
X join request is forwarded to the node
in charge of the region (i.e., closest node
to X), called acceptor.




                   90
                                              90
Forwarding is done greedily
(at every step, forward to neighbor closest to X)




                        91
                                                    91
Acceptor informs the joining node X of its neighbors.
Acceptor, X, and the neighbors update their Voronoi
diagram to include the new node.




                           92
                                                        92
True or false:

Enclosing neighbors of X are
also enclosing neighbors of
acceptor.

                 93
                               93
When X moves, X learns about new
neighbors from the boundary neighbors.




                  94
                                         94
Boundary neighbors’ enclosing neighbors
   may become new neighbors of X.




                  95
                                          95
When a node disconnects,Voronoi diagrams are
updated by the affected nodes. New boundary
        neighbors may be discovered.




                     96
                                               96
Advantages of VON:

Number of connections
depends on size of AOI, not
size of virtual world


              97
                              97
We can bound number of
connections by adjusting AOI
radius (smaller AOI is crowded
area).



              98
                                 98
Advantages of VON:

Maintain a minimal number of
enclosing neighbors when the
world is sparse to ensure
connectivity.

              99
                               99
Advantages of VON:

Boundary neighbors ensure
that new neighbors are
discovered.


             100
                            100
Problems with VON:

Inconsistency may occur (e.g.
with fast moving nodes)


              101
                                101
No rigorous proof

Working on evaluation with
realistic traces



             102
                             102
For now, simulation only

     World Size 1200x1200

         Players 100 to 1000

            AOI 100

Connection Limit 20

      Movement Random Waypoint

        Velocity Constant 5 units /step
                 103
                                          103
Average Transmission per Second

            16
                       basic
            14         dAOI
                       basic (fixed density after 500 nodes)
            12         dAOI (fixed density after 500 nodes)

            10
Size (kb)




             8

             6

             4

             2

             0
                 0      200            400          600        800   1000
                                      Number of Nodes



                                                                            104
Average Neighbor Size
                50
                         connected neighbors (basic)
                45       AOI neighbors (basic)
                40       connected neighbors (dAOI)
                         AOI neighbors (dAOI)
                35
Neighbor Size




                30

                25
                20

                15
                10

                 5
                 0
                     0      200            400         600   800   1000
                                          Number of Nodes




                                                                          105
Observed/Actual AOI Neighbors

                           100.00

                            99.99

                            99.98
Topology Consistency (%)




                            99.97

                            99.96

                            99.95

                            99.94

                            99.93

                            99.92                 basic
                            99.91                 dAOI
                            99.90
                                    100     200     300   400   500     600    700   800   900   1000
                                                             Number of Nodes




                                                                                                        106
actual - observed position (average over all nodes)

                          0.50
                          0.45
                                             basic
                          0.40
 Average Drift Distance




                                             dAOI
                          0.35
                          0.30
                          0.25
                          0.20
                          0.15
                          0.10
                          0.05
                          0.00
                                 100   200   300     400   500     600  700   800   900   1000
                                                        Number of Nodes




                                                                                                 107
Responsive
Consistent
Cheat-Free
   Fair
 Scalable
 Efficient
 Robust
  Simple
             108

Más contenido relacionado

La actualidad más candente

Circle & solid geometry f3
Circle & solid geometry f3Circle & solid geometry f3
Circle & solid geometry f3
normalamahadi
 
009 solid geometry
009 solid geometry009 solid geometry
009 solid geometry
physics101
 
Modulus and argand diagram
Modulus and argand diagramModulus and argand diagram
Modulus and argand diagram
Tarun Gehlot
 
Digital logic circuits important question and answers for 5 units
Digital logic circuits important question and answers for 5 unitsDigital logic circuits important question and answers for 5 units
Digital logic circuits important question and answers for 5 units
Lekashri Subramanian
 
Mathematics Keynotes 2
Mathematics Keynotes 2Mathematics Keynotes 2
Mathematics Keynotes 2
guestcc333c
 
F4 10 Angles Of Elevation Dep
F4 10 Angles Of Elevation   DepF4 10 Angles Of Elevation   Dep
F4 10 Angles Of Elevation Dep
guestcc333c
 

La actualidad más candente (18)

Circle & solid geometry f3
Circle & solid geometry f3Circle & solid geometry f3
Circle & solid geometry f3
 
Naskah Murid Modul 2 Graph Of Functions Ii
Naskah Murid Modul 2 Graph Of Functions IiNaskah Murid Modul 2 Graph Of Functions Ii
Naskah Murid Modul 2 Graph Of Functions Ii
 
Ec2203 digital electronics questions anna university by www.annaunivedu.org
Ec2203 digital electronics questions anna university by www.annaunivedu.orgEc2203 digital electronics questions anna university by www.annaunivedu.org
Ec2203 digital electronics questions anna university by www.annaunivedu.org
 
Alg2 lesson 10-1
Alg2 lesson 10-1Alg2 lesson 10-1
Alg2 lesson 10-1
 
009 solid geometry
009 solid geometry009 solid geometry
009 solid geometry
 
Naskah Murid Modul 3 Transformation Iii
Naskah Murid Modul 3 Transformation IiiNaskah Murid Modul 3 Transformation Iii
Naskah Murid Modul 3 Transformation Iii
 
Elliptic Curve Cryptography and Zero Knowledge Proof
Elliptic Curve Cryptography and Zero Knowledge ProofElliptic Curve Cryptography and Zero Knowledge Proof
Elliptic Curve Cryptography and Zero Knowledge Proof
 
Modulus and argand diagram
Modulus and argand diagramModulus and argand diagram
Modulus and argand diagram
 
fghdfh
fghdfhfghdfh
fghdfh
 
Number systems and Boolean Reduction
Number systems and Boolean ReductionNumber systems and Boolean Reduction
Number systems and Boolean Reduction
 
Digital logic circuits important question and answers for 5 units
Digital logic circuits important question and answers for 5 unitsDigital logic circuits important question and answers for 5 units
Digital logic circuits important question and answers for 5 units
 
C4 January 2012 QP
C4 January 2012 QPC4 January 2012 QP
C4 January 2012 QP
 
Anfis.rpi04
Anfis.rpi04Anfis.rpi04
Anfis.rpi04
 
Mathematics Keynotes 2
Mathematics Keynotes 2Mathematics Keynotes 2
Mathematics Keynotes 2
 
CEER 2012 Math Lecture
CEER 2012 Math LectureCEER 2012 Math Lecture
CEER 2012 Math Lecture
 
F4 10 Angles Of Elevation Dep
F4 10 Angles Of Elevation   DepF4 10 Angles Of Elevation   Dep
F4 10 Angles Of Elevation Dep
 
A109211002 switchingtheoryandlogicdesign1
A109211002 switchingtheoryandlogicdesign1A109211002 switchingtheoryandlogicdesign1
A109211002 switchingtheoryandlogicdesign1
 
Introduction to Elliptic Curve Cryptography
Introduction to Elliptic Curve CryptographyIntroduction to Elliptic Curve Cryptography
Introduction to Elliptic Curve Cryptography
 

Similar a CS4344 09/10 Lecture 7: P2P Interest Management

Unit 2.126182703
Unit 2.126182703Unit 2.126182703
Unit 2.126182703
regan15
 
20101017 program analysis_for_security_livshits_lecture02_compilers
20101017 program analysis_for_security_livshits_lecture02_compilers20101017 program analysis_for_security_livshits_lecture02_compilers
20101017 program analysis_for_security_livshits_lecture02_compilers
Computer Science Club
 
Csr2011 june16 12_00_wagner
Csr2011 june16 12_00_wagnerCsr2011 june16 12_00_wagner
Csr2011 june16 12_00_wagner
CSR2011
 
Community Detection
Community DetectionCommunity Detection
Community Detection
Ilio Catallo
 
Introduction to inverse problems
Introduction to inverse problemsIntroduction to inverse problems
Introduction to inverse problems
Delta Pi Systems
 

Similar a CS4344 09/10 Lecture 7: P2P Interest Management (15)

Unit 2.126182703
Unit 2.126182703Unit 2.126182703
Unit 2.126182703
 
Line integral.ppt
Line integral.pptLine integral.ppt
Line integral.ppt
 
Ad2014 calvec-industrial-jllf.ps14000302.departamental2
Ad2014 calvec-industrial-jllf.ps14000302.departamental2Ad2014 calvec-industrial-jllf.ps14000302.departamental2
Ad2014 calvec-industrial-jllf.ps14000302.departamental2
 
Fuvest 2021 - fechada
Fuvest 2021 - fechadaFuvest 2021 - fechada
Fuvest 2021 - fechada
 
Ee107 mock exam1_q&s_20feb2013_khl
Ee107 mock exam1_q&s_20feb2013_khlEe107 mock exam1_q&s_20feb2013_khl
Ee107 mock exam1_q&s_20feb2013_khl
 
Triumph- JEE Advanced Maths - Paper 1
Triumph- JEE Advanced Maths - Paper 1Triumph- JEE Advanced Maths - Paper 1
Triumph- JEE Advanced Maths - Paper 1
 
20101017 program analysis_for_security_livshits_lecture02_compilers
20101017 program analysis_for_security_livshits_lecture02_compilers20101017 program analysis_for_security_livshits_lecture02_compilers
20101017 program analysis_for_security_livshits_lecture02_compilers
 
Csr2011 june16 12_00_wagner
Csr2011 june16 12_00_wagnerCsr2011 june16 12_00_wagner
Csr2011 june16 12_00_wagner
 
calculo vectorial
calculo vectorialcalculo vectorial
calculo vectorial
 
Fuzzy directed divergence and image segmentation
Fuzzy directed divergence and image segmentationFuzzy directed divergence and image segmentation
Fuzzy directed divergence and image segmentation
 
Community Detection
Community DetectionCommunity Detection
Community Detection
 
Vector Distance Transform Maps for Autonomous Mobile Robot Navigation
Vector Distance Transform Maps for Autonomous Mobile Robot NavigationVector Distance Transform Maps for Autonomous Mobile Robot Navigation
Vector Distance Transform Maps for Autonomous Mobile Robot Navigation
 
Formula m2
Formula m2Formula m2
Formula m2
 
Introduction to inverse problems
Introduction to inverse problemsIntroduction to inverse problems
Introduction to inverse problems
 
ISI MSQE Entrance Question Paper (2004)
ISI MSQE Entrance Question Paper (2004)ISI MSQE Entrance Question Paper (2004)
ISI MSQE Entrance Question Paper (2004)
 

Más de Wei Tsang Ooi

SIGMM Education Effort Presentation at Business Meeting
SIGMM Education Effort Presentation at Business MeetingSIGMM Education Effort Presentation at Business Meeting
SIGMM Education Effort Presentation at Business Meeting
Wei Tsang Ooi
 
CS4344 09/10 Lecture 10: Transport Protocol for Networked Games
CS4344 09/10 Lecture 10: Transport Protocol for Networked GamesCS4344 09/10 Lecture 10: Transport Protocol for Networked Games
CS4344 09/10 Lecture 10: Transport Protocol for Networked Games
Wei Tsang Ooi
 
CS4344 09/10 Lecture 9: Characteristics of Networked Game Traffic
CS4344 09/10 Lecture 9: Characteristics of Networked Game TrafficCS4344 09/10 Lecture 9: Characteristics of Networked Game Traffic
CS4344 09/10 Lecture 9: Characteristics of Networked Game Traffic
Wei Tsang Ooi
 
CS4344 09/10 Lecture 8: Hybrid Architecture
CS4344 09/10 Lecture 8: Hybrid ArchitectureCS4344 09/10 Lecture 8: Hybrid Architecture
CS4344 09/10 Lecture 8: Hybrid Architecture
Wei Tsang Ooi
 
CS4344 09/10 Lecture 6: P2P Synchronization
CS4344 09/10 Lecture 6: P2P SynchronizationCS4344 09/10 Lecture 6: P2P Synchronization
CS4344 09/10 Lecture 6: P2P Synchronization
Wei Tsang Ooi
 
Cs4344 09/10 Lecture 5: Interest Management
Cs4344 09/10 Lecture 5: Interest ManagementCs4344 09/10 Lecture 5: Interest Management
Cs4344 09/10 Lecture 5: Interest Management
Wei Tsang Ooi
 
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception FilterCS4344 09/10 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception Filter
Wei Tsang Ooi
 
CS4344 09/10 Lecture 2: Consistency
CS4344 09/10 Lecture 2: ConsistencyCS4344 09/10 Lecture 2: Consistency
CS4344 09/10 Lecture 2: Consistency
Wei Tsang Ooi
 
CS4344 09/10 Lecture 1: Introduction
CS4344 09/10 Lecture 1: IntroductionCS4344 09/10 Lecture 1: Introduction
CS4344 09/10 Lecture 1: Introduction
Wei Tsang Ooi
 
CS5229 09/10 Lecture 11: DNS
CS5229 09/10 Lecture 11: DNSCS5229 09/10 Lecture 11: DNS
CS5229 09/10 Lecture 11: DNS
Wei Tsang Ooi
 
CS5229 09/10 Lecture 10: Internet Routing
CS5229 09/10 Lecture 10: Internet RoutingCS5229 09/10 Lecture 10: Internet Routing
CS5229 09/10 Lecture 10: Internet Routing
Wei Tsang Ooi
 
CS5229 09/10 Lecture 9: Internet Packet Dynamics
CS5229 09/10 Lecture 9: Internet Packet DynamicsCS5229 09/10 Lecture 9: Internet Packet Dynamics
CS5229 09/10 Lecture 9: Internet Packet Dynamics
Wei Tsang Ooi
 
CS5229 09/10 Lecture 6: Simulation
CS5229 09/10 Lecture 6: SimulationCS5229 09/10 Lecture 6: Simulation
CS5229 09/10 Lecture 6: Simulation
Wei Tsang Ooi
 
Lecture 4: TCP and TFRC
Lecture 4: TCP and TFRCLecture 4: TCP and TFRC
Lecture 4: TCP and TFRC
Wei Tsang Ooi
 
Lecture 2: Congestion Control and Avoidance
Lecture 2: Congestion Control and AvoidanceLecture 2: Congestion Control and Avoidance
Lecture 2: Congestion Control and Avoidance
Wei Tsang Ooi
 
Lecture 0: Introduction to CS5229
Lecture 0: Introduction to CS5229Lecture 0: Introduction to CS5229
Lecture 0: Introduction to CS5229
Wei Tsang Ooi
 
Lecture 1: Design Principles of the Internet
Lecture 1: Design Principles of the InternetLecture 1: Design Principles of the Internet
Lecture 1: Design Principles of the Internet
Wei Tsang Ooi
 

Más de Wei Tsang Ooi (20)

SIGMM Education Effort Presentation at Business Meeting
SIGMM Education Effort Presentation at Business MeetingSIGMM Education Effort Presentation at Business Meeting
SIGMM Education Effort Presentation at Business Meeting
 
CS2106 Tutorial 2
CS2106 Tutorial 2CS2106 Tutorial 2
CS2106 Tutorial 2
 
The Computer Science behind YouTube
The Computer Science behind YouTubeThe Computer Science behind YouTube
The Computer Science behind YouTube
 
CS4344 09/10 Lecture 10: Transport Protocol for Networked Games
CS4344 09/10 Lecture 10: Transport Protocol for Networked GamesCS4344 09/10 Lecture 10: Transport Protocol for Networked Games
CS4344 09/10 Lecture 10: Transport Protocol for Networked Games
 
CS4344 09/10 Lecture 9: Characteristics of Networked Game Traffic
CS4344 09/10 Lecture 9: Characteristics of Networked Game TrafficCS4344 09/10 Lecture 9: Characteristics of Networked Game Traffic
CS4344 09/10 Lecture 9: Characteristics of Networked Game Traffic
 
CS4344 09/10 Lecture 8: Hybrid Architecture
CS4344 09/10 Lecture 8: Hybrid ArchitectureCS4344 09/10 Lecture 8: Hybrid Architecture
CS4344 09/10 Lecture 8: Hybrid Architecture
 
CS4344 09/10 Lecture 6: P2P Synchronization
CS4344 09/10 Lecture 6: P2P SynchronizationCS4344 09/10 Lecture 6: P2P Synchronization
CS4344 09/10 Lecture 6: P2P Synchronization
 
Cs4344 09/10 Lecture 5: Interest Management
Cs4344 09/10 Lecture 5: Interest ManagementCs4344 09/10 Lecture 5: Interest Management
Cs4344 09/10 Lecture 5: Interest Management
 
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception FilterCS4344 09/10 Lecture 3: Dead Reckoning and Local Perception Filter
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception Filter
 
CS4344 09/10 Lecture 2: Consistency
CS4344 09/10 Lecture 2: ConsistencyCS4344 09/10 Lecture 2: Consistency
CS4344 09/10 Lecture 2: Consistency
 
CS4344 09/10 Lecture 1: Introduction
CS4344 09/10 Lecture 1: IntroductionCS4344 09/10 Lecture 1: Introduction
CS4344 09/10 Lecture 1: Introduction
 
CS5229 09/10 Lecture 11: DNS
CS5229 09/10 Lecture 11: DNSCS5229 09/10 Lecture 11: DNS
CS5229 09/10 Lecture 11: DNS
 
CS5229 09/10 Lecture 10: Internet Routing
CS5229 09/10 Lecture 10: Internet RoutingCS5229 09/10 Lecture 10: Internet Routing
CS5229 09/10 Lecture 10: Internet Routing
 
CS5229 09/10 Lecture 9: Internet Packet Dynamics
CS5229 09/10 Lecture 9: Internet Packet DynamicsCS5229 09/10 Lecture 9: Internet Packet Dynamics
CS5229 09/10 Lecture 9: Internet Packet Dynamics
 
CS5229 09/10 Lecture 6: Simulation
CS5229 09/10 Lecture 6: SimulationCS5229 09/10 Lecture 6: Simulation
CS5229 09/10 Lecture 6: Simulation
 
Lecture 5: RED
Lecture 5: REDLecture 5: RED
Lecture 5: RED
 
Lecture 4: TCP and TFRC
Lecture 4: TCP and TFRCLecture 4: TCP and TFRC
Lecture 4: TCP and TFRC
 
Lecture 2: Congestion Control and Avoidance
Lecture 2: Congestion Control and AvoidanceLecture 2: Congestion Control and Avoidance
Lecture 2: Congestion Control and Avoidance
 
Lecture 0: Introduction to CS5229
Lecture 0: Introduction to CS5229Lecture 0: Introduction to CS5229
Lecture 0: Introduction to CS5229
 
Lecture 1: Design Principles of the Internet
Lecture 1: Design Principles of the InternetLecture 1: Design Principles of the Internet
Lecture 1: Design Principles of the Internet
 

Último

Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
vu2urc
 

Último (20)

08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
08448380779 Call Girls In Diplomatic Enclave Women Seeking Men08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
 
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfThe Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
 
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf
 
Boost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdfBoost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdf
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptx
 
Breaking the Kubernetes Kill Chain: Host Path Mount
Breaking the Kubernetes Kill Chain: Host Path MountBreaking the Kubernetes Kill Chain: Host Path Mount
Breaking the Kubernetes Kill Chain: Host Path Mount
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
 
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processors
 
Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...
 
08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
 
08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men
 
Real Time Object Detection Using Open CV
Real Time Object Detection Using Open CVReal Time Object Detection Using Open CV
Real Time Object Detection Using Open CV
 
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
 
Advantages of Hiring UIUX Design Service Providers for Your Business
Advantages of Hiring UIUX Design Service Providers for Your BusinessAdvantages of Hiring UIUX Design Service Providers for Your Business
Advantages of Hiring UIUX Design Service Providers for Your Business
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
 
A Call to Action for Generative AI in 2024
A Call to Action for Generative AI in 2024A Call to Action for Generative AI in 2024
A Call to Action for Generative AI in 2024
 
GenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationGenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day Presentation
 

CS4344 09/10 Lecture 7: P2P Interest Management