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Developing distributed multiplayer games for ad-hoc networks is challenging. Consistency of the replicated shared state is hard to ensure at a low cost. Current consistency models and middleware systems lack the required adaptability and efficiency when applied to ad-hoc gaming. Hence, developing such robust applications is still a daunting task. We propose(More)
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., SETIQhome), and massively used decentralized P2P file-sharing applications. Nonetheless, no such infrastructure was ever successful in allowing, in a large-scale, home users to run popular(More)
Volunteer Computing systems (VC) harness computing resources of machines from around the world to perform distributed independent tasks. Existing infrastructures follow a master/worker model, with a centralized architecture. This limits the scalability of the solution due to its dependence on the server. Our goal is to create a fault-tolerant VC platform(More)
The need for sharing is well-known in a large number of distributed collaborative applications. These applications are difficult to develop for an environment in which network connections are slow and not reliable.For this purpose, we developed a platform called OBIWAN that: i) allows the application programmer to decide the mechanism by which objects(More)
The use of utility on-demand computing infrastructures, such as Amazon's Elastic Clouds [1], is a viable solution to speed lengthy parallel computing problems to those without access to other cluster or grid infrastructures. With a suitable middleware, bag-of-tasks problems could be easily deployed over a pool of virtual computers created on such(More)
Data replication is a very relevant technique for improving performance, availability and scalability. These are requirements of many applications such as multiplayer distributed games, cooperative software tools, etc. However , consistency of the replicated shared state is hard to ensure. Current consistency models and middleware systems lack the required(More)
Most distributed garbage collection (DGC) algorithms are not complete as they fail to reclaim distributed cycles of garbage. Those that achieve such a level of completeness are very costly as they require either some kind of synchronization or consensus between processes. Others use mechanisms such as backtracking, global counters, a central server,(More)
Currently, cycle sharing over the Internet is a one-way deal. Computer owners only have one role in the process: to donate their computers' idle time. This is due to the fact that it is difficult for an ordinary user to install the required infrastructure, develop the processing applications and gather enough computer cycle donors. In this paper we describe(More)
The Internet has witnessed a steady and widespread increase in available idle computing cycles and computing resources in general. Such available cycles simultaneously allow and foster the increase in development of existing and new computationally demanding applications, driven by algorithm complexity, intensive data processing, or both. Available cycles(More)