SearcharxivSearch

arXiv · 2412.16774

Raft Distributed System for Multi-access Edge Computing Sharing Resources

Abstract

Researchers all over the world are employing a variety of analysis approaches in attempt to provide a safer and faster solution for sharing resources via a Multi-access Edge Computing system. Multi-access Edge Computing (MEC) is a job-sharing method within the edge server network whose main aim is to maximize the pace of the computing process, resulting in a more powerful and enhanced user experience. Although there are many other options when it comes to determining the fastest method for computing processes, our paper introduces a rather more extensive change to the system model to assure no data loss and/or task failure due to any scrutiny in the edge node cluster. RAFT, a powerful consensus algorithm, can be used to introduce an auction theory approach in our system, which enables the edge device to make the best decision possible regarding how to respond to a request from the client. Through the use of the RAFT consensus, blockchain may be used to improve the safety, security, and efficiency of applications by deploying it on trustful edge base stations. In addition to discussing the best-distributed system approach for our (MEC) system, a Deep Deterministic Policy Gradient (DDPG) algorithm is also presented in order to reduce overall system latency. Assumed in our proposal is the existence of a cluster of N Edge nodes, each containing a series of tasks that require execution. A DDPG algorithm is implemented in this cluster so that an auction can be held within the cluster of edge nodes to decide which edge node is best suited for performing the task provided by the client.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Zain Khaliq, Ahmed Refaey Hussein. 2024-12-21. Raft Distributed System for Multi-access Edge Computing Sharing Resources. https://arxiv.org/abs/2412.16774

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Online Treasure Hunt in Vertex-Permuted Dynamic Rings

We study the problem of treasure hunt by a group of $k \geq 1$ agents in vertex-permuted dynamic rings (VP). In this model, the $n$ vertices remain on a ring but are permuted at each time step. We first show that treasure hunt is impossible for any $k \leq n-3$ agents, if there are no restrictions on the sequence of permutations used in the dynamic ring. We then study the $VP(\delta)$ setting, in which for every pair $i, j$ of vertices, the edge $(i, j)$ is guaranteed to appear within $\delta$ steps. We show that the class $VP(\delta)$ is feasible only for $\delta \geq \left\lceil \frac{n-1}{2}\right\rceil$. For the one-agent case, we show a tight bound of $\Theta(\delta n)$ on the worst-case search time as well as competitive ratio of any online algorithm for treasure hunt, provided $\delta \geq 2n$. We then give an optimal algorithm for $k$ agents, thereby showing that $k$ agents can obtain a speedup of $k$ on the worst-case search time. Finally, in the R-VP setting, in which in every step, the vertices are arranged as a ring according to a random permutation, we show that treasure hunt takes expected $\Theta(n)$ steps against an oblivious adversary and $\Theta(n \log n)$ steps against an adaptive adversary.

cs.DC

The Computing Channel: How Modulation Programs the Airwaves

Distributed computing and distributed artificial intelligence require frequent exchanges of intermediate results, although many applications need only an aggregate rather than messages from individual devices. Conventional systems recover each message before computing the aggregate, whereas over-the-air computation (OAC) exploits simultaneous transmission to obtain it directly. However, dominant OAC implementations rely on analog signaling, creating a mismatch with finite-precision data and digital communication procedures. This article presents digital function-oriented communication, in which finite-alphabet symbol representations and receiver decisions are jointly designed so that multiple-access superposition encodes the desired function without recovering individual inputs. We introduce its computational-constellation principle, main design approaches, extensions, and implementation challenges. Federated edge learning illustrates how the framework can reduce user-dependent data-bearing resources while operating directly on quantized model updates.

cs.DC

Can AI Remediate Backend Failures Safely? GuardedAct with Blast-Radius-Aware Sandboxing

Large Language Models (LLMs) have shown promising capabilities in generating remediation actions for microservice failures. However, directly executing AI-generated repair actions in production risks cascading collateral damage. We propose GuardedAct, a sandbox-first remediation framework that interposes a blast-radius-aware verification layer between the LLM action generator and the production environment. GuardedAct operates in four phases: (1) ingesting a diagnosis report together with the live system topology and recent telemetry, (2) prompting an LLM to produce a ranked list of candidate remediation actions, (3) simulating each action in a lightweight digital-twin sandbox that estimates the blast radius and assigns a risk label, and (4) enforcing a rollback-confidence gate that auto-executes only low-risk actions while escalating high-risk ones for human review. We evaluate GuardedAct on five fault scenarios injected into the DeathStarBench social-network application. Experimental results show that GuardedAct achieves an overall recovery rate of 87.4% while reducing collateral damage by 79.7% relative to direct LLM execution (from 25.6% to 5.2%), at the cost of a modest sandbox-induced increase in mean time to recovery (approximately 8 s). Ablation studies confirm that each component contributes meaningfully to the safety-speed trade-off.

cs.DC