The Case of Multi-hop Peer-to-Peer Implementation of Mobile Social Applications

P. Antoniadis, C. Courcoubetis
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引用次数: 9

Abstract

In this paper we consider issues related to the design of mobile social software in a multi-hop peer-to-peer environment. We believe that by enabling multi-hop peer-topeer communication could in certain cases make social mobile applications more attractive in terms of location privacy or embarassement, but also more effective in terms of the quality and quantity of the matches achieved. Such an approach could thus contribute in the construction of a critical mass which is necessary for the success of these applications and probably one of the reasons they are not yet widely deployed. On the other hand, it introduces significant implemention challenges related to the contruction and management of a dynamic ad-hoc network. We focus on the provision of the suitable incentives for packet forwarding which is a fundamental problem that needs to be addressed in this context since the ad-hoc nature of the mobile social applications constitutes pricing and reputation (or accounting) based approaches of limited applicability. In this paper we argue that suitable memory-less mechanisms should be devised sketching two such mechanisms for different types of packets exchanged in a mobile social application. Interestingly, as we explain, our proposed mechanisms enforcing contribution while consuming have a more general applicability and could also be used in other applications such as the peer-to-peer resource sharing in ubiquitous computing. We finally discuss several strategic issues that should be also taken into account but are ignored by the corresponding literature and more specifically the consideration of mobility and power transimission as part of the rational strategy of peers participaing in such a system.
移动社交应用的多跳点对点实现案例
在本文中,我们考虑了在多跳点对点环境中与移动社交软件设计相关的问题。我们相信,在某些情况下,启用多跳点对点通信可以使社交移动应用在位置隐私或尴尬方面更具吸引力,但在实现匹配的质量和数量方面也更有效。因此,这种方法可能有助于建立临界质量,这是这些应用程序成功所必需的,也可能是它们尚未广泛部署的原因之一。另一方面,它引入了与动态ad-hoc网络的构建和管理相关的重大实现挑战。我们专注于为数据包转发提供适当的激励,这是一个需要在此背景下解决的基本问题,因为移动社交应用程序的临时性质构成了适用性有限的定价和声誉(或会计)基础方法。在本文中,我们认为应该设计合适的无内存机制,为移动社交应用程序中交换的不同类型的数据包勾画出两种这样的机制。有趣的是,正如我们所解释的那样,我们提出的在消费时强制贡献的机制具有更普遍的适用性,也可以用于其他应用程序,例如普适计算中的点对点资源共享。我们最后讨论了几个应该考虑但被相应文献忽略的战略问题,更具体地说,考虑流动性和权力传递作为参与该系统的同行理性战略的一部分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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