Bichromatic Reverse Nearest Neighbours

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Bichromatic Reverse Nearest Neighbours in Mobile P2P Networks Jessie Nghiem, Kiki Maulana Agustinus Borgy Waluyo, David Green, David Taniar

description

for paper Bichromatic Reverse Nearest Neighbours in Mobile P2P Networks, PERCOM 2013 by Thao P. Nghiem

Transcript of Bichromatic Reverse Nearest Neighbours

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Bichromatic Reverse Nearest Neighboursin Mobile P2P Networks

Jessie Nghiem, Kiki Maulana

Agustinus Borgy Waluyo, David Green, David Taniar

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Earthquake and rescue teamsInspiring example

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Motivation

Advances in mobile technology

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Motivation

Limitations of Centralized Systems

(a) Centralized Systems (b) P2P Systems

Moving objects

Interest objects

Wide-range comm.

P2P comm.

1. Scalability

2. Bottleneck

3. Low fault-tolerance

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Ultimate Aim

“… to harness collaborative power of peers

for spatial query processing in Mobile Environment”

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Problem definition– Bichromatic Reverse Nearest Neighbour (BRNN)

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Moving objects

Objects of interest

i0

i1

Circle from the object of interest to its nearest moving object

io and i1 are the results of the RNN query from q

Query point

Bichromatic

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Related work

– Tao, Y., Papadias, D., Lian, X.: Reverse knn search in arbitrary dimensionality. In: Proceedings of the Thirtieth international conference on Very large data bases , VLDB '04.

• Limitations:

– Centralized approach

– Only deal with monochromatic RNNs

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Half-space pruning. Any point that lies in the shaded half- space H-(p0)is always closer to p0 than to q and cannot be the RNN for this reason.

H-(p0)

Propose:

P2P

Bichromatic

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Definitions

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Query node

Peer node

Positive half planeNegative half plane

Boundary line

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Definitions

• Boundary region

• If B is closed, B: boundary polygon.

• The boundary polygon B is called a tight polygon iff any object of interest oi inside B regards q as the closest moving object.

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Boundary polygon B

Object of interest o

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How to build a tight polygon

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Boundary polygon

Farthest vertex

Reflection point of q thru v0

C(q, qq0)

The next processing peer is q4

outside C

TIGHT

q0

p4

P = {p0, p1, …, p4,,p5, p6, …} is a priority queue

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Construct the polygon for filtering objects of interest

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Exhaustive Search vs Centralized Search

Remarkably efficient in saving energy and time

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Only sends query to the peers that build B

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Optimized Search versa Exhaustive Search

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Approximate accuracy rate with less mean latency

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Simulation framework

- Based on OMNet++ and MiXiM- Using network interface card which follows IEEE 802.15.4 standard forbluetooth networks

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Simulation framework

Simulation model

Parameters Value

Playground 87.1km2

No. of MOs 7600

No. of IOs 550

Cache Size 50

Expected no. of queries/MO

2

Simulation time 30s

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Simulation Results – P2P Search versa Centralized Search

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Optimized Search versa Exhaustive Search

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Simulation Results – No. of Peers Pruned and Stop Hits

3/31/2013 19Optimized Search Algorithm

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Conclusion

• P2P Search significantly save communication cost and 43%

processing time compared to Centralized Search

• Optimized Search reduces the number of queried peers and then

response time while it maintains accuracy rate approximate to that

of Exhaustive Search.

• A practically feasible option for a large-scale and busy network

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Problem Statement

• Let P and O be two sets of points in the same data space.

• Given a point p є P, a BRNN query finds all the points o є O whose

nearest neighbours in P are p, namely, there does not exist any other

point p0 є P such that d(o, p0) < d(o, p).

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System Overview

Query

NodePeers

Beacon message

Ack. message

Query message

Reply message

Communication between Query node and Peers

Three phases: 1. Initialization and Peer Discovery2. Constructing a Boundary Polygon and

Sending Queries 3. Pruning Interest Objects

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Definitions

• q, p

• P ={p1,…. pH}

is a priority queue of peers of q. |P| = H.

• Boundary line (b1)

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Lemma – How to build a tight polygon

If ∃pi є priority queue P, such that dist(q; pi) ≥ dist(q; vj), then B is a

tight polygon.

Put another way, we do not need to consider remaining peers left in the

queue P and stop creating the polygon.

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Simulation framework

• Based on OMNeT++

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WorldConnection Manager

Moving object

Object of interest