Peer-to-peer (P2P) overlay networks such as BitTorrent and Avalanche are increasingly used for disseminating potentially large files from a server to many end users via the Internet. The key idea is to divide the file into many equally-sized parts and then let users download each part (or, for network coding based systems such as Avalanche, linear combinations of the parts) either from the server or from another user who has already downloaded it. However, their performance evaluation has typically been limited to comparing one system relative to another and typically been realized by means of simulation and measurements. In contrast, we provide an analytic performance analysis that is based on a new uplink-sharing version of the well-known broadcasting problem. Assuming equal upload capacities, we show that the minimal time to disseminate the file is the same as for the simultaneous send receive version of the broadcasting problem. For general upload capacities, we provide a mixed integer linear program (MILP) solution and a complementary fluid limit solution. We thus provide a lower bound which can be used as a performance benchmark for any P2P file dissemination system. We also investigate the performance of a decentralized strategy, providing evidence that the performance of necessarily decentralized P2P file dissemination systems should be close to this bound and therefore that it is useful in practice.
The simultaneous send receive model @cite_3 supposes that during each round every user may receive one message and send one message. Unlike the telephone model, it is not required that a user can send a message only to the same user from which it receives a message. The optimal number of rounds turns out to be @math and we will return to this result in Section .
@cite_3
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We consider the problem of broadcasting multiple messages from one processor to many processors in telephone-like communication systems. In such systems, processors communicate in rounds, where in every round, each processor can communicate with exactly one other processor by exchanging messages with it. Finding an optimal solution for this problem was open for over a decade. In this paper, we present an optimal algorithm for this problem when the number of processors is even. For an odd number of processors, we provide an algorithm which is within an additive term of 3 of the optimum. A by-product of our solution is an optimal algorithm for the problem of broadcasting multiple messages for any number of processors in the simultaneous send receive model. In this latter model, in every round, each processor can send a message to one processor and receive a message from another processor. We consider the model of population protocols introduced by (Computation in networks of passively mobile finite-state sensors, pp. 290–299. ACM, New York, 2004), in which anonymous finite-state agents stably compute a predicate of the multiset of their inputs via two-way interactions in the family of all-pairs communication networks. We prove that all predicates stably computable in this model (and certain generalizations of it) are semilinear, answering a central open question about the power of the model. Removing the assumption of two-way interaction, we also consider several variants of the model in which agents communicate by anonymous message-passing where the recipient of each message is chosen by an adversary and the sender is not identified to the recipient. These one-way models are distinguished by whether messages are delivered immediately or after a delay, whether a sender can record that it has sent a message, and whether a recipient can queue incoming messages, refusing to accept new messages until it has had a chance to send out messages of its own. We characterize the classes of predicates stably computable in each of these one-way models using natural subclasses of the semilinear predicates. A stochastic model is introduced that accurately models the message delay in mobile ad hoc networks where nodes relay messages and the networks are sparsely populated. The model has only two input parameters: the number of nodes and the parameter of an exponential distribution which describes the time until two random mobiles come within communication range of one another. Closed-form expressions are obtained for the Laplace-Stieltjes transform of the message delay, defined as the time needed to transfer a message between a source and a destination. From this we derive both a closed-form expression and an asymptotic approximation (as a function of the number of nodes) of the expected message delay. As an additional result, the probability distribution function is obtained for the number of copies of the message at the time the message is delivered. These calculations are carried out for two protocols: the two-hop multicopy and the unrestricted multicopy protocols. It is shown that despite its simplicity, the model accurately predicts the message delay for both relay strategies for a number of mobility models (the random waypoint, random direction and the random walker mobility models). In this paper, we study the question of how efficiently a collection of interconnected nodes can perform a global computation in the GOSSIP model of communication. In this model, nodes do not know the global topology of the network, and they may only initiate contact with a single neighbor in each round. This model contrasts with the much less restrictive LOCAL model, where a node may simultaneously communicate with all of its neighbors in a single round. A basic question in this setting is how many rounds of communication are required for the information dissemination problem, in which each node has some piece of information and is required to collect all others. In the LOCAL model, this is quite simple: each node broadcasts all of its information in each round, and the number of rounds required will be equal to the diameter of the underlying communication graph. In the GOSSIP model, each node must independently choose a single neighbor to contact, and the lack of global information makes it difficult to make any sort of principled choice. As such, researchers have focused on the uniform gossip algorithm, in which each node independently selects a neighbor uniformly at random. When the graph is well-connected, this works quite well. In a string of beautiful papers, researchers proved a sequence of successively stronger bounds on the number of rounds required in terms of the conductance φ and graph size n, culminating in a bound of O(φ-1 log n). In this paper, we show that a fairly simple modification of the protocol gives an algorithm that solves the information dissemination problem in at most O(D + polylog (n)) rounds in a network of diameter D, with no dependence on the conductance. This is at most an additive polylogarithmic factor from the trivial lower bound of D, which applies even in the LOCAL model. In fact, we prove that something stronger is true: any algorithm that requires T rounds in the LOCAL model can be simulated in O(T + polylog(n)) rounds in the GOSSIP model. We thus prove that these two models of distributed computation are essentially equivalent. We study the communication complexity of rumor spreading in the random phone-call model. Suppose nplayers communicate in parallel rounds, where in each round every player calls a randomly selected communication partner. A player u is allowed to exchange messages during a round only with the player that u called, and with all the players that @math received calls from, in that round. In every round, a (possibly empty) set of rumors to be distributed among all players is generated, and each of the rumors is initially placed in a subset of the players. Karp et. al Karp2000 showed that no rumor-spreading algorithm that spreads a rumor to all players with constant probability can be both time-optimal, taking O(lg n) rounds, and message-optimal, using O(n) messages per rumor. For address-oblivious algorithms, in particular, they showed that Ω(n lg lg n) messages per rumor are required, and they described an algorithm that matches this bound and takes O(lg n) rounds. We investigate the number of communication bits required for rumor spreading. On the lower-bound side, we establish that any address-oblivious algorithm taking O(lg n) rounds requires Ω(n (b+ lg lg n)) communication bits to distribute a rumor of size b bits. On the upper-bound side, we propose an address-oblivious algorithm that takes O(lg n) rounds and uses O(n(b+ lg lg n lg b)) bits. These results show that, unlike the case for the message complexity, optimality in terms of both the running time and the bit communication complexity is attainable, except for very small rumor sizes b We study contention resolution in a multiple-access channel such as the Ethernet channel. In the model that we consider, n users generate messages for the channel according to a probability distribution. Raghavan and Upfal have given a protocol in which the expected delay (time to get serviced) of every message is O(log n ) when messages are generated according to a Bernoulli distribution with generation rate up to about 1 10. Our main results are the following protocols: (a) one in which the expected average message delay is O(1) when messages are generated according to a Bernoulli distribution with a generation rate smaller than 1 e , and (b) one in which the expected delay of any message is O(1) for an analogous model in which users are synchronized (i.e., they agree about the time), there are potentially an infinite number of users, and messages are generated according to a Poisson distribution with generation rate up to 1 e . (Each message constitutes a new user.) To achieve (a), we first show how to simulate (b) using n synchronized users, and then show how to build the synchronization into the protocol. In this paper, we prove a lower bound on the number of rounds required by a deterministic distributed protocol for broadcasting a message in radio networks whose processors do not know the identities of their neighbors. Such an assumption captures the main characteristic of mobile and wireless environments [3], i.e., the instability of the network topology. For any distributed broadcast protocol II, for any n and for any D ≤ n 2, we exhibit a network G with n nodes and diameter D such that the number of rounds needed by H for broadcasting a message in G is Ω(D log n). The result still holds even if the processors in the network use a different program and know n and D. We also consider the version of the broadcast problem in which an arbitrary number of processors issue at the same time an identical message that has to be delivered to the other processors. In such a case we prove that, even assuming that the processors know the network topology, Ω(n) rounds are required for solving the problem on a complete network (D=1) with n processors. The reduction in communication achievable by interaction is investigated. The model assumes two communicators: an informant having a random variable X, and a recipient having a possibly dependent random variable Y. Both communicators want the recipient to learn X with no probability of error, whereas the informant may or may not learn Y. To that end, they alternate in transmitting messages comprising finite sequences of bits. Messages are transmitted over an error-free channel and are determined by an agreed-upon, deterministic protocol for (X,Y) (i.e. a protocol for transmitting X to a person who knows Y). A two-message protocol is described, and its worst case performance is investigated. > A set of n players, each holding a private input bit, communicate over a noisy broadcast channel. Their mutual goal is for all players to learn all inputs. At each round one of the players broadcasts a bit to all the other players, and the bit received by each player is flipped with a fixed constant probability (independently for each recipient). How many rounds are needed? This problem was first suggested by El Gamal in 1984. In 1988, Gallager gave an elegant noise-resistant protocol requiring only O(n loglogn) rounds. The problem got resolved in 2005 by a seminal paper of Goyal, Kindler, and Saks, proving that Gallager’s protocol is essentially optimal. We revisit the above noisy broadcast problem and show that O(n) rounds suffice. This is possible due to a relaxation of the model assumed by the previous works. We no longer demand that exactly one player broadcasts in every round, but rather allow any number of players to broadcast. However, if it is not the case that exactly one player chooses to broadcast, each of the other players gets an adversely chosen bit. We generalized the above result and initiate the study of interactive coding over the noisy broadcast channel. We show that any interactive protocol that works over the noiseless broadcast channel can be simulated over our restrictive noisy broadcast model with constant blowup of the communication. Our results also establish that modern techniques for interactive coding can help us make progress on the classical problems. A sender communicates with a receiver who wishes to reliably evaluate a function of their combined data. We show that if only the sender can transmit, the number of bits required is a conditional entropy of a naturally defined graph. We also determine the number of bits needed when the communicators exchange two messages. Reference is made to the results of rate distortion in evaluating the function of two random variables. Three dependent users are physically separated but communicate with each other via a satellite. Each user generates data which it stores locally. In addition, each user sends a message to the satellite. The satellite processes the messages received from the users and broadcasts one common message to all three users. Each user must be capable of reconstructing the data of the other two users based upon the broadcast message and its own stored data. Our problem is to determine the minimum amount of information which must be transmitted to and from the satellite. The solution to this problem is obtained for the case where subsequent data triples that are produced by the users are independent and identically distributed. The three symbols within each triple are assumed to be dependent. Crucial for the solution is an achievability proof that involves cascaded Slepian-Wolf (1973) source coding. Inspired by cognitive radio networks, we consider a setting where multiple users share several channels modeled as a multi-user multi-armed bandit (MAB) problem. The characteristics of each channel are unknown and are different for each user. Each user can choose between the channels, but her success depends on the particular channel chosen as well as on the selections of other users: if two users select the same channel their messages collide and none of them manages to send any data. Our setting is fully distributed, so there is no central control. As in many communication systems, the users cannot set up a direct communication protocol, so information exchange must be limited to a minimum. We develop an algorithm for learning a stable configuration for the multi-user MAB problem. We further offer both convergence guarantees and experiments inspired by real communication networks, including comparison to state-of-the-art algorithms. The paper considers broadcasting in radio networks, modeled as unit disk graphs (UDG). Such networks occur in wireless communication between sites (e.g., stations or sensors) situated in a terrain. Network stations are represented by points in the Euclidean plane, where a station is connected to all stations at distance at most 1 from it. A message transmitted by a station reaches all its neighbors, but a station hears a message (receives the message correctly) only if exactly one of its neighbors transmits at a given time step. One station of the network, called the source, has a message which has to be disseminated to all other stations. Stations are unaware of the network topology. Two broadcasting models are considered. In the conditional wake up model, the stations other than the source are initially idle and cannot transmit until they hear a message for the first time. In the spontaneous wake up model, all stations are awake (and may transmit messages) from the beginning. It turns out that broadcasting time depends on two parameters of the UDG network, namely, its diameter D and its granularity g, which is the inverse of the minimum distance between any two stations. We present a deterministic broadcasting algorithm which works in time O (D g) under the conditional wake up model and prove that broadcasting in this model cannot be accomplished by any deterministic algorithm in time better than ( (D g ) ) . For the spontaneous wake up model, we design two deterministic broadcasting algorithms: the first works in time O (D + g 2) and the second in time O (D log g). While neither of these algorithms alone is optimal for all parameter values, we prove that the algorithm obtained by interleaving their steps, and thus working in time ( O ( D + g^2, D g ) ), turns out to be optimal by establishing a matching lower bound. In this paper, we study the question of how efficiently a collection of interconnected nodes can perform a global computation in the widely studied GOSSIP model of communication. In this model, nodes do not know the global topology of the network, and they may only initiate contact with a single neighbor in each round. This model contrasts with the much less restrictive LOCAL model, where a node may simultaneously communicate with all of its neighbors in a single round. A basic question in this setting is how many rounds of communication are required for the information dissemination problem, in which each node has some piece of information and is required to collect all others. In this paper, we give an algorithm that solves the information dissemination problem in at most @math rounds in a network of diameter @math , withno dependence on the conductance. This is at most an additive polylogarithmic factor from the trivial lower bound of @math , which applies even in the LOCAL model. In fact, we prove that something stronger is true: any algorithm that requires @math rounds in the LOCAL model can be simulated in @math rounds in the GOSSIP model. We thus prove that these two models of distributed computation are essentially equivalent. Abstract : The problem of 'assuring interactive consistency' is defined in (PSL). It is assumed that there are n isolated processors, of which at most m are faulty. The processors can communicate by means of two-party messages, using a medium which is reliable and of negligible delay. The sender of a message is always identifiable by the receiver. Each processor p has a private value sigma(p). The problem is to devise an algorithm that will allow each processor p to compute a value for each processor r, such that (a) if p and r are nonfaulty then p computes r's private value sigma(r), and (b) all the nonfaulty processors compute the same value for each processor r. It is shown in (PSL) that if n 3m + 1, then there is no algorithm which assures interactive consistency. On the other hand, if n or = 3m + 1, then an algorithm does exist. The algorithm presented in (PSL) uses m + 1 rounds of communication, and thus can be said to require 'time' m + 1. An obvious question is whether fewer rounds of communication suffice to solve the problem. In this paper, we answer this question in the negative. That is, we show that any algorithm which assures interactive consistency in the presence of m faulty processors requires at least m + 1 rounds of communication. (Author) This paper considers the basic PULL model of communication, in which in each round, each agent extracts information from few randomly chosen agents. We seek to identify the smallest amount of information revealed in each interaction (message size) that nevertheless allows for efficient and robust computations of fundamental information dissemination tasks. We focus on the Majority Bit Dissemination problem that considers a population of n agents, with a designated subset of source agents. Each source agent holds an input bit and each agent holds an output bit. The goal is to let all agents converge their output bits on the most frequent input bit of the sources (the majority bit). Note that the particular case of a single source agent corresponds to the classical problem of Broadcast (also termed Rumor Spreading). We concentrate on the severe fault-tolerant context of self-stabilization, in which a correct configuration must be reached eventually, despite all agents starting the execution with arbitrary initial states. In particular, the specification of who is a source and what is its initial input bit may be set by an adversary. We first design a general compiler which can essentially transform any self-stabilizing algorithm with a certain property (called "the bitwise-independence property") that uses l-bits messages to one that uses only log l-bits messages, while paying only a small penalty in the running time. By applying this compiler recursively we then obtain a self-stabilizing Clock Synchronization protocol, in which agents synchronize their clocks modulo some given integer T, within O(log n log T) rounds w.h.p., and using messages that contain 3 bits only. We then employ the new Clock Synchronization tool to obtain a self-stabilizing Majority Bit Dissemination protocol which converges in O(log n) time, w.h.p., on every initial configuration, provided that the ratio of sources supporting the minority opinion is bounded away from half. Moreover, this protocol also uses only 3 bits per interaction. In the problem of secure message transmission in the public discussion model (SMT-PD), a sender wants to send a message MS ∈ 0,1 l to a receiver privately and reliably. Sender and receiver are connected by n channels, also known as simple wires, up to of which may be maliciously controlled by a computationally unbounded adversary, as well as one public channel, which is reliable but not private. The SMT-PD abstraction has been shown instrumental in achieving secure multiparty computation on sparse networks, where a subset of the nodes are able to realize a broadcast functionality, which plays the role of the public channel. In this paper, we present the first SMT-PD protocol with sublinear (i.e., logarithmic in l, the message length) communication on the public channel. In addition, the protocol incurs a simple-wire communication complexity of O(ln n-t), which, as we also show, is optimal. By contrast, the best known bounds in both public and simple channels were linear. Furthermore, our protocol has an optimal round complexity of (3, 2), meaning three rounds, two of which must invoke the public channel. Finally, we ask the question whether some of the lower bounds on resource use for a single execution of SMT-PD can be beaten on average through amortization. In other words, if sender and receiver must send several messages back and forth (where later messages depend on earlier ones), can they do better than the naive solution of repeating an SMT-PD protocol each time? We show that amortization can indeed drastically reduce the use of the public channel; it is possible to limit the total number of uses of the public channel to two, no matter how many messages are ultimately sent between two nodes. (Since two uses of the public channel are required to send any reliable communication whatsoever, this is the best possible.). In this paper, a point-to-point orthogonal-frequency- division multiplexing (OFDM) system with a decode-and- forward (DF) relay is considered. The transmission consists of two hops. The source transmits in the first hop, and the relay transmits in the second hop. Each hop occupies one time slot. The relay is half-duplex, and capable of decoding the message on a particular subcarrier in one time slot, and re-encoding and forwarding it on a different subcarrier in the next time slot. Thus, each message is transmitted on a pair of subcarriers in two hops. It is assumed that the destination is capable of combining the signals from the source and the relay pertaining to the same message. The goal is to maximize the weighted sum rate of the system by jointly optimizing subcarrier pairing and power allocation on each subcarrier in each hop. The weighting of the rates is to take into account the fact that different subcarriers may carry signals for different services. Both total and individual power constraints for the source and the relay are investigated. For the situations where the relay does not transmit on some subcarriers because doing so does not improve the weighted sum rate, we further allow the source to transmit new messages on these idle subcarriers. To the best of our knowledge, such a joint optimization inclusive of the destination combining has not been discussed in the literature. The problem is first formulated as a mixed integer programming problem. It is then transformed to a convex optimization problem by continuous relaxation, and solved in the dual domain. Based on the optimization results, algorithms to achieve feasible solutions are also proposed. Simulation results show that the proposed algorithms almost achieve the optimal weighted sum rate and outperform the existing methods in various channel conditions. Abstract It has been observed that information spreads extremely fast in social networks. We model social networks with the preferential attachment model of Barabasi and Albert (Science 1999) and information spreading with the random phone call model of (FOCS 2000). In a recent paper (STOC 2011), we prove the following two results. (i) The random phone call model delivers a message to all nodes of graphs in the preferential attachment model within Θ ( log n ) rounds with high probability. The best known bound so far was O ( log 2 n ) . (ii) If we slightly modify the protocol so that contacts are chosen uniformly from all neighbors but the one Θ ( log n log log n ) , which is the diameter of the graph. This is the first time that a sublogarithmic broadcast time is proven for a natural setting. Also, this is the first time that avoiding doublecontacts reduces the run-time to a smaller order of magnitude. We consider a simple model for overlay networks, where all n processes are connected to all other processes, and each message contains at most O(log n) bits. For this model, we present a distributed algorithm which constructs a minimum-weight spanning tree in O(log log n) communication rounds, where in each round any process can send a message to every other process. If message size is @math for some @math , then the number of communication rounds is @math .