Exploring SSD Suitable Allocation Schemes Incompliance with Workload Patterns

In the Solid-State-Drive (SSD) performance, whether the data has been well parallelized is an important factor. SSD parallelization is affected by allocation scheme and it is directly connected to SSD performance. There are dynamic allocation and static allocation in representative allocation schemes. Dynamic allocation is more adaptive in exploiting write operation parallelism, while static allocation is better in read operation parallelism. Therefore, it is hard to select the appropriate allocation scheme when the workload is mixed read and write operations. We simulated conditions on a few mixed data patterns and analyzed the results to help the right choice for better performance. As the results, if data arrival interval is long enough prior operations to be finished and continuous read intensive data environment static allocation is more suitable. Dynamic allocation performs the best on write performance and random data patterns.

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.