Workshops
The
following workshops will be held in conjunction with SIGCOMM
2004. For detailed information about the workshops please click
on the individual workshop titles.
Monday, August 30, 2004
The architecture of a
network
specifies the essential principles that guide its design, especially
its
service and control interfaces, its partitioning into functional
components,
the interaction amongst these functional components, and the
engineering of its
protocols and algorithms. Today, the most successful network
architecture is
that of the Internet. The current Internet architecture has scaled
beyond the
wildest dreams of its designers. However, it has a number of
significant
problems when employed to fulfill service requirements or when applied
to some
classes of networks for which it was not originally designed. In
recent years, several attempts have been
made to work around these problems. These range from simple address
partitioning (NAT), various proposed changes to the routing and naming
infrastructure (ad-hoc, name-based routing, store-and-forward, overlay
networks, capabilities for enhanced security, etc) to the use of
alternative
network architectures such as those proposed for mass-scale sensor
networks,
networks of mobile wireless devices, and high-delay inter-planetary
networks.
This call solicits papers on two broad topics: (a) Architectural
limitations of
the current Internet and techniques to overcome these limitations; and
(b)
Descriptions of and innovative architectures for new classes of
networks.
Submissions ranging from presentations of specific research to more
general,
philosophical position papers are welcome.
Monday,
August 30, 2004
Networked games are becoming increasingly
pervasive and diverse in nature. Whether it is a protocol for a
multiplayer first-person shooter, a sensor network for an augmented
physical game, or a mechanism to prevent cheating in a strategy game,
there are a significant number of system and network issues that a game
must address in order to deliver an acceptable user experience.
This workshop aims to bring together researchers and practitioners in
this area and solicits full papers, short papers, and demos that
describe new approaches and techniques for building networked games.
Workshop
on Practice and Theory of Incentives and Game Theory in Networked
Systems (PINS)
Friday,
September 3, 2004
Traditional
system design assumes that all
participants behave according to the intentions of the system
architects. In
reality, computer networks are heterogeneous, dynamic and distributed
environments managed by multiple administrative authorities and shared
by users
with different and competing interests. Recently, there has been
growing
interest in using tools from Game Theory (GT) and Mechanism Design (MD)
to
tackle incentive-related problems in these complex environments. For
these
methods to be successful in practical networked systems, it is vital to
understand and incorporate realistic models and constraints for such
central
system properties as player types and strategies, scalability,
asynchronicity,
observability, verification, and frequency & time scale of
interactions.
The goal of this workshop is to promote an exchange of ideas on the
true
applicability, range and validity of game-theoretic and economic models
for
analysis and design of Internet and Internet-based systems.
Friday, September 3, 2004
While there has been a
great deal of research on the
subject of network monitoring and measurement, much of it has been
restricted
to networks in a "working" state. Only a limited subset has
specifically addressed the problems of measuring and detecting network
failures, be they protocol related, such as route flapping, or hardware
related, such as link failures. As networks continue to grow in
physical size,
and introduce new technologies, such as MPLS and PWE3, which obscure
the
underlying network structure, network troubleshooting will only become
a more
and more difficult problem. This workshop invites papers on any area of
network
measurement or monitoring specifically directed to identifying network
failures
or incorrect modes of operation, both from accidental as well as
deliberate
(i.e. hacking/DOS) causes. This includes new methods of using existing
tools or
protocols for troubleshooting as well as proposals for new tools or
protocols
designed to aid in troubleshooting.
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