Sébastien Monnet

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Cluster federations are attractive for executing applications like large scale code coupling. However faults may appear frequently in such architectures. Thus, checkpointing long-running applications is desirable to avoid to restart them from the beginning in the event of a node failure. To take into account the constraints of a cluster federation(More)
This paper addresses the challenge of transparent data sharing within computing Grids built as cluster federations. On such platforms, the availability of storage resources may change in a dynamic way, often due to hardware failures. We focus on the problem of handling the consistency of replicated data in the presence of failures. We propose a software(More)
DHT-based P2P systems provide a fault-tolerant and scalable means to store data blocks in a fully distributed way. Unfortunately, recent studies have shown that if connection/disconnection frequency is too high, data blocks may be lost. This is true for most of the current DHT-based systems' implementations. To deal with this problem, it is necessary to(More)
Summary form only given. Code coupling applications can be divided into communicating modules, that may be executed on different clusters in a cluster federation. As a cluster federation comprises of a large number of nodes, there is a high probability of a node failure. We propose a hierarchical checkpointing protocol that combines a synchronized(More)
Refereeing for Massively Multiplayer Online Games (MMOGs) currently relies on centralized architectures, which facilitates cheat prevention but also prohibits MMOGs from scaling properly. Centralization limits the size of the virtual world as well as the number of players that evolve in it. The present paper shows that it is possible to design a(More)
Peer-to-peer overlays allow distributed applications to work in a wide-area, scalable, and fault-tolerant manner. However, most structured and unstructured overlays present in literature today are inflexible from the application viewpoint. In other words, the application has no control over the structure of the overlay itself. This paper proposes the(More)
Large-scale distributed systems gather thousands of peers spread all over the world. Such systems need to offer good routing performances regardless of their size and despite high churn rates. To achieve that requirement, the system must add appropriate shortcuts to its logical graph (overlay). However, to choose efficient shortcuts, peers need to obtain(More)
Massively Multiplayer Online Games (MMOGs) recently emerged as a popular class of applications with millions of users. To offer acceptable gaming experience, such applications need to render the virtual world surrounding the player with a very low latency. However, current state-of-the-art MMOGs based on peer-to-peer overlays fail to satisfy these(More)
Designing and implementing a quality matchmaking service for Multiplayer Online Games requires an extensive knowledge of the habits, behaviors and expectations of the players. Gathering and analyzing traces of real games offers insight on these matters, but game server providers are very protective of such data in order to deter possible reuse by the(More)
DHT-based P2P systems provide a fault-tolerant and scalable mean to store data blocks in a fully distributed way. Unfortunately, recent studies have shown that if connection/disconnection frequency is too high, data blocks may be lost. This is true for most current DHTbased system’s implementations. To avoid this problem, it is necessary to build really(More)