On the Joint Optimization of Performance and Power Consumption in Data Centers

We model the process of a data center as a multi- objective problem of mapping independent tasks onto a set of data center machines that simultaneously minimizes the energy consump¬tion and response time (makespan) subject to the constraints of deadlines and architectural requirements. A simple technique based on multi-objective goal programming is proposed that guarantees Pareto optimal solution with excellence in convergence process. The proposed technique also is compared with other traditional approach. The simulation results show that the proposed technique achieves superior performance compared to the min-min heuristics, and com¬petitive performance relative to the optimal solution implemented in UNDO for small-scale problems.

A Frugal Bidding Procedure for Replicating WWW Content

Fine-grained data replication over the Internet allows duplication of frequently accessed data objects, as opposed to entire sites, to certain locations so as to improve the performance of largescale content distribution systems. In a distributed system, agents representing their sites try to maximize their own benefit since they are driven by different goals such as to minimize their communication costs, latency, etc. In this paper, we will use game theoretical techniques and in particular auctions to identify a bidding mechanism that encapsulates the selfishness of the agents, while having a controlling hand over them. In essence, the proposed game theory based mechanism is the study of what happens when independent agents act selfishly and how to control them to maximize the overall performance. A bidding mechanism asks how one can design systems so that agents- selfish behavior results in the desired system-wide goals. Experimental results reveal that this mechanism provides excellent solution quality, while maintaining fast execution time. The comparisons are recorded against some well known techniques such as greedy, branch and bound, game theoretical auctions and genetic algorithms.

A Competitive Replica Placement Methodology for Ad Hoc Networks

In this paper, a mathematical model for data object replication in ad hoc networks is formulated. The derived model is general, flexible and adaptable to cater for various applications in ad hoc networks. We propose a game theoretical technique in which players (mobile hosts) continuously compete in a non-cooperative environment to improve data accessibility by replicating data objects. The technique incorporates the access frequency from mobile hosts to each data object, the status of the network connectivity, and communication costs. The proposed technique is extensively evaluated against four well-known ad hoc network replica allocation methods. The experimental results reveal that the proposed approach outperforms the four techniques in both the execution time and solution quality

A Fast Replica Placement Methodology for Large-scale Distributed Computing Systems

Fine-grained data replication over the Internet allows duplication of frequently accessed data objects, as opposed to entire sites, to certain locations so as to improve the performance of largescale content distribution systems. In a distributed system, agents representing their sites try to maximize their own benefit since they are driven by different goals such as to minimize their communication costs, latency, etc. In this paper, we will use game theoretical techniques and in particular auctions to identify a bidding mechanism that encapsulates the selfishness of the agents, while having a controlling hand over them. In essence, the proposed game theory based mechanism is the study of what happens when independent agents act selfishly and how to control them to maximize the overall performance. A bidding mechanism asks how one can design systems so that agents- selfish behavior results in the desired system-wide goals. Experimental results reveal that this mechanism provides excellent solution quality, while maintaining fast execution time. The comparisons are recorded against some well known techniques such as greedy, branch and bound, game theoretical auctions and genetic algorithms.

Replicating Data Objects in Large-scale Distributed Computing Systems using Extended Vickrey Auction

This paper proposes a novel game theoretical technique to address the problem of data object replication in largescale distributed computing systems. The proposed technique draws inspiration from computational economic theory and employs the extended Vickrey auction. Specifically, players in a non-cooperative environment compete for server-side scarce memory space to replicate data objects so as to minimize the total network object transfer cost, while maintaining object concurrency. Optimization of such a cost in turn leads to load balancing, fault-tolerance and reduced user access time. The method is experimentally evaluated against four well-known techniques from the literature: branch and bound, greedy, bin-packing and genetic algorithms. The experimental results reveal that the proposed approach outperforms the four techniques in both the execution time and solution quality.

Energy Efficient Resource Allocation in Distributed Computing Systems

The problem of mapping tasks onto a computational grid with the aim to minimize the power consumption and the makespan subject to the constraints of deadlines and architectural requirements is considered in this paper. To solve this problem, we propose a solution from cooperative game theory based on the concept of Nash Bargaining Solution. The proposed game theoretical technique is compared against several traditional techniques. The experimental results show that when the deadline constraints are tight, the proposed technique achieves superior performance and reports competitive performance relative to the optimal solution.

A Weighted Sum Technique for the Joint Optimization of Performance and Power Consumption in Data Centers

With data centers, end-users can realize the pervasiveness of services that will be one day the cornerstone of our lives. However, data centers are often classified as computing systems that consume the most amounts of power. To circumvent such a problem, we propose a self-adaptive weighted sum methodology that jointly optimizes the performance and power consumption of any given data center. Compared to traditional methodologies for multi-objective optimization problems, the proposed self-adaptive weighted sum technique does not rely on a systematical change of weights during the optimization procedure. The proposed technique is compared with the greedy and LR heuristics for large-scale problems, and the optimal solution for small-scale problems implemented in LINDO. the experimental results revealed that the proposed selfadaptive weighted sum technique outperforms both of the heuristics and projects a competitive performance compared to the optimal solution.

On the Optimal Number of Smart Dust Particles

Smart Dust particles, are small smart materials used for generating weather maps. We investigate question of the optimal number of Smart Dust particles necessary for generating precise, computationally feasible and cost effective 3–D weather maps. We also give an optimal matching algorithm for the generalized scenario, when there are N Smart Dust particles and M ground receivers.