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640
Homogeneous redundancy: a technique to ensure integrity of molecular simulation results using public computing
- Proceedings of the 14th Heterogeneous Computing Workshop HCW (2005), in conjunction with IPDPS
, 2005
"... Distributed computing using PCs volunteered by the public can provide high computing capacity at low cost. However, computational results from volunteered PCs have a non-negligible error rate, so result validation is needed to ensure overall correctness. A generally applicable technique is ”redundan ..."
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Cited by 33 (10 self)
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Distributed computing using PCs volunteered by the public can provide high computing capacity at low cost. However, computational results from volunteered PCs have a non-negligible error rate, so result validation is needed to ensure overall correctness. A generally applicable technique is ”redundant computing”, in which each computation is done on several separate computers, and results are accepted only if there is a consensus. Variations in numerical processing between computers (due to a variety of hardware and software factors) can lead to different results for the same task. In some cases, this can be addressed by doing a ”fuzzy comparison ” of results, so that two results are considered equivalent if they agree within given tolerances. However, this approach is not applicable to applications that are ”divergent”, that is, for which small numerical differences can produce large differences in the results. In this paper we examine the problem of validating results of divergent applications. We present a novel approach called Homogeneous Redundancy (HR), in which the redundant instances of a computation are dispatched to numerically identical computers, allowing strict equality comparison of the results. HR 1 has been deployed in
The challenge of designing scientific discovery games
"... Incorporating the individual and collective problem solving skills of non-experts into the scientific discovery process could potentially accelerate the advancement of science. This paper discusses the design process used for Foldit, a multiplayer online biochemistry game that presents players with ..."
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Cited by 30 (2 self)
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Incorporating the individual and collective problem solving skills of non-experts into the scientific discovery process could potentially accelerate the advancement of science. This paper discusses the design process used for Foldit, a multiplayer online biochemistry game that presents players with computationally difficult protein folding problems in the form of puzzles, allowing ordinary players to gain expertise and help solve these problems. The principle challenge of designing such scientific discovery games is harnessing the enormous collective problem-solving potential of the game playing population, who have not been previously introduced to the specific problem, or, often, the entire scientific discipline. To address this challenge, we took an iterative approach to designing the game, incorporating feedback from players and biochemical experts alike. Feedback was gathered both before and after releasing the game, to create the rules, interactions, and visualizations in Foldit that maximize contributions from game players. We present several examples of how this approach guided the game’s design, and allowed us to improve both the quality of the gameplay and the application of player problem-solving.
Distributed slicing in dynamic systems
, 2006
"... Peer to peer (P2P) systems are moving from application specific architectures to a generic service oriented design philosophy. This raises interesting problems in connection with providing useful P2P middleware services capable of dealing with resource assignment and management in a large-scale, het ..."
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Cited by 30 (11 self)
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Peer to peer (P2P) systems are moving from application specific architectures to a generic service oriented design philosophy. This raises interesting problems in connection with providing useful P2P middleware services capable of dealing with resource assignment and management in a large-scale, heterogeneous and unreliable environment. The slicing service, has been proposed to allow for an automatic partitioning of P2P networks into groups (slices) that represent a controllable amount of some resource and that are also relatively homogeneous with respect to that resource. In this paper we propose two gossip-based algorithms to solve the distributed slicing problem. The first algorithm speeds up an existing algorithm sorting a set of uniform random numbers. The second algorithm statistically approximates the rank of nodes in the ordering. The scalability, efficiency and resilience to dynamics of both algorithms rely on their gossip-based models. These algorithms are proved viable theoretically and experimentally.
Gigi: An ocean of gridlets on a ‘gridfor-the-masses
- In IEEE International Symposium on Cluster Computing and the Grid - CCGrid 2007 (PMGC-Workshop on Programming Models for the Grid
, 2007
"... There have been a few proposals aiming at bridging the gap between institutional grid infrastructures (e.g., Globus-based), popular cycle-sharing applications (e.g., ..."
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Cited by 29 (10 self)
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There have been a few proposals aiming at bridging the gap between institutional grid infrastructures (e.g., Globus-based), popular cycle-sharing applications (e.g.,
Folding@home: Lessons from eight years of volunteer distributed computing
- In 8th IEEE International Workshop on High Performance Computational Biology (HiCOMB
, 2009
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Scheduling independent tasks sharing large data distributed with BitTorrent
- in GRID ’05: Proceedings of the 6th IEEE/ACM International Workshop on Grid Computing
, 2005
"... Abstract — Data-centric applications are still a challenging issue for large scale distributed computing systems. The emergence of new protocols and software for collaborative content distribution over Internet offers a new opportunity for efficient and fast delivery of high volume of data. In a pre ..."
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Cited by 27 (2 self)
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Abstract — Data-centric applications are still a challenging issue for large scale distributed computing systems. The emergence of new protocols and software for collaborative content distribution over Internet offers a new opportunity for efficient and fast delivery of high volume of data. In a previous paper, we have investigated BitTorrent as a protocol for data diffusion in the context of Computational Desktop Grid. We showed that BitTorrent is efficient for large file transfers, scalable when the number of nodes increases but suffers from a high overhead when transmitting small files. This paper investigates two approach to overcome these limitations. First, we propose a performance model to select the best of FTP and BitTorrent protocols according to the size of the file to distribute and the number of receiver nodes. Next we propose enhancement of the BitTorrent protocol which provides more predictable communication patterns. We design a model for communication performance and evaluate BitTorrent-aware versions BT-MinMin, BT-MaxMin and BT-Sufferage scheduling heuristics against a synthetic parametersweep application. I.
Lottery trees: motivational deployment of networked systems
- in SIGCOMM ’07: Proceedings of the 2007 conference on Applications, technologies, architectures, and
, 2007
"... We address a critical deployment issue for network systems, namely motivating people to install and run a distributed service. This work is aimed primarily at peer-to-peer systems, in which the decision and effort to install a service falls to individuals rather than to a central planner. This probl ..."
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Cited by 27 (1 self)
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We address a critical deployment issue for network systems, namely motivating people to install and run a distributed service. This work is aimed primarily at peer-to-peer systems, in which the decision and effort to install a service falls to individuals rather than to a central planner. This problem is relevant for bootstrapping systems that rely on the network effect, wherein the benefits are not felt until deployment reaches a significant scale, and also for deploying asymmetric systems, wherein the set of contributors is different than the set of beneficiaries. Our solution is the lottery tree (lottree), a mechanism that probabilistically encourages both participation in the system and also solicitation of new participants. We define the lottree mechanism and formally state seven properties that encourage contribution, solicitation, and fair play. We then present the Pachira lottree scheme, which satisfies five of these seven properties, and we prove this to be a maximal satisfiable subset. Using simulation, we determine optimal parameters for the Pachira lottree scheme, and we determine how to configure a lottree system for achieving various deployment scales based on expected installation effort. We also present extensive sensitivity analyses, which bolster the generality of our conclusions.
The Aneka platform and QoS-driven resource provisioning for elastic applications on hybrid Clouds
- FUTURE GENERATION COMPUTER SYSTEMS 28 (2012) 861–870
, 2012
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Scripting the cloud with Skywriting
- 2ND USENIX WORKSHOP ON HOT TOPICS IN CLOUD COMPUTING (HOTCLOUD)
, 2010
"... Recent distributed computing frameworks—such as MapReduce, Hadoop and Dryad—have made it simple to exploit multiple machines in a compute cloud. However, these frameworks use coordination languages that are insufficiently expressive for many classes of computation, including iterative and recursive ..."
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Cited by 24 (4 self)
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Recent distributed computing frameworks—such as MapReduce, Hadoop and Dryad—have made it simple to exploit multiple machines in a compute cloud. However, these frameworks use coordination languages that are insufficiently expressive for many classes of computation, including iterative and recursive algorithms. To address this problem, and generalise previous approaches, we introduce Skywriting: a Turing-powerful, purely-functional script language for describing distributed computations. In this paper, we introduce the main features of Skywriting, and outline our novel cooperative task farming execution engine.