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Vassilis Lekakis

dblp:67/4455 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2011
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Computer networks · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer networks
1 paper
Internet architecture and protocols · 61% Network optimization and economics · 30% Content delivery and video streaming · 9%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Network optimization and economics › game theory
network formation game
0.112011
Selfish Overlay Network Creation and Maintenance · IEEE/ACM Trans. Netw. 2011
Internet architecture and protocols
overlay networks
0.112011
Selfish Overlay Network Creation and Maintenance · IEEE/ACM Trans. Netw. 2011
Internet architecture and protocols › overlay networks
overlay routing
0.112011
Selfish Overlay Network Creation and Maintenance · IEEE/ACM Trans. Netw. 2011
Distributed systems › peer-to-peer systems › overlay networks
overlay routing
0.112008
EGOIST: overlay routing using selfish neighbor selection · CoNEXT 2008
Distributed systems
peer-to-peer systems
0.112008
EGOIST: overlay routing using selfish neighbor selection · CoNEXT 2008
Content delivery and video streaming
peer-to-peer file sharing
0.012011
Selfish Overlay Network Creation and Maintenance · IEEE/ACM Trans. Netw. 2011

Methods — techniques the papers use, named apart from their topics

game theory · 0.3planetlab measurement · 0.2k-median · 0.1heuristic · 0.1
YearPublicationVenuePosition
2011 Selfish Overlay Network Creation and Maintenance
abstract
A foundational issue underlying many overlay network applications ranging from routing to peer-to-peer file sharing is that of the network formation, i.e., folding new arrivals into an existing overlay, and rewiring to cope with changing network conditions. Previous work has considered the problem from two perspectives: devising practical heuristics for the case of cooperative peers and performing game-theoretic analysis for the case of selfish peers. In this paper, we unify the aforementioned thrusts by defining and studying the selfish neighbor selection (SNS) game and its application to overlay routing. At the heart of SNS stands the restriction that peers are allowed up to a certain number of neighbors. This makes SNS substantially different from existing network formation games that impose no bounds on peer degrees. Having bounded degrees has important practical consequences as it permits the creation of overlay structures that requireO(n) instead ofO(n2) link monitoring overhead. We show that a node's “best response” wiring strategy amounts to solving ak-median problem on asymmetric distance. Best-response wirings have substantial practical utility as they permit selfish nodes to reap substantial performance benefits when connecting to overlays of nonselfish nodes. A more intricate consequence is that even nonselfish nodes can benefit from the existence of some selfish nodes since the latter, via their local optimizations, create a highly optimized backbone, upon which even simple heuristic wirings yield good performance. To capitalize on the above properties, we design, build, and deploy EGOIST, an SNS-inspired prototype overlay routing system for PlanetLab. We demonstrate that EGOIST outperforms existing heuristic overlays on a variety of performance metrics, including delay, available bandwidth, and node utilization, while it remains competitive with an optimal but unscalable full-mesh overlay.
Georgios Smaragdakis, Nikolaos Laoutaris, Vassilis Lekakis, Azer Bestavros, John W. Byers, Mema Roussopoulos
IEEE/ACM Trans. Netw.3
2008 EGOIST: overlay routing using selfish neighbor selection
abstract
A foundational issue underlying many overlay network applications ranging from routing to peer-to-peer file sharing is that of connectivity management, i.e., folding new arrivals into an existing overlay, and re-wiring to cope with changing network conditions. Previous work has considered the problem from two perspectives: devising practical heuristics for specific applications designed to work well in real deployments, and providing abstractions for the underlying problem that are analytically tractable, especially via game-theoretic analysis. In this paper, we unify these two thrusts by using insights gleaned from novel, realistic theoretic models in the design of EGOIST -- a distributed overlay routing system that we implemented, deployed, and evaluated on PlanetLab. Using extensive measurements of paths between nodes, we demonstrate that EGOIST'S neighbor selection primitives significantly outperform existing heuristics on a variety of performance metrics, including delay, available bandwidth, and node utilization. Moreover, we demonstrate that EGOIST is competitive with an optimal, but unscalable full-mesh approach, remains highly effective under significant churn, is robust to cheating, and incurs minimal overhead. Finally, we use a multiplayer peer-to-peer game to demonstrate the value of EGOIST to end-user applications.
Georgios Smaragdakis, Vassilis Lekakis, Nikolaos Laoutaris, Azer Bestavros, John W. Byers, Mema Roussopoulos
CoNEXT2