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Luis Sequeira

Publications and source records attributed to Luis Sequeira.

15 recordsLinked to original sources

CREAM: a Package to Compute [Auto, Endo, Iso, Mono, Epi]-morphisms, Congruences, Divisors and More for Algebras of Type $(2^n,1^n)$

The CREAM GAP package computes automorphisms, congruences, endomorphisms and subalgebras of algebras with an arbitrary number of binary and unary operations; it also decides if between two such algebras there exists a monomorphism, an epimorphism, an isomorphism or if one is a divisor of the other. Thus it finds those objects for almost all algebras used in practice (groups, quasigroups in their various signatures, semigroups possibly with many unary operations, fields, semi-rings, quandles, logic algebras, etc). As a one-size-fits-all package, it only relies on universal algebra theorems, without taking advantage of specific theorems about, eg, groups or semigroups to reduce the search space. Canon and Holt produced very fast code to compute automorphisms of groups that outperform CREAM on orders larger than 128. Similarly, Mitchell et al. take advantage of deep theorems to compute automorphisms and congruences of completely 0-simple semigroups in a very efficient manner. However these domains (groups of order above 128 and completely 0-simple semigroups) are among the very few examples of GAP code faster than our general purpose package CREAM. For the overwhelming majority of other classes of algebras, either ours is the first code computing the above mentioned objects, or the existing algorithms are outperformed by CREAM, in some cases by several orders of magnitude. To get this performance, CREAM uses a mixture of universal algebra algorithms together with GAP coupled with artificial intelligence theorem proving tools (AITP) and very delicate C implementations. As an example of the latter, we re-implement Freese's very clever algorithm for computing congruences in universal algebras, in a way that outperforms all other known implementations.

math.GR

El impacto del buffer en la calidad de servicio

The response in data flows transmission in real time is analyzed, for access network scenarios, in which said flows converge on an outgoing link, competing to achieve a certain level of quality of service. The concurrence of these types of flows can generate bursts of packets, which in certain circumstances can compromise the capacity of the buffers to absorb packets in congestion periods. In addition, an analysis of the characteristics of buffers in access devices is presented, especially their size and packet loss. In particular, it describes how these characteristics can affect the quality of multimedia applications when bursty traffic is generated, it also presents possible effects on the traffic of other applications that share a common link.

cs.NI

The Influence of the Buffer Size in Packet Loss for Competing Multimedia and Bursty Traffic

This work presents an analysis of the effect of the access router buffer size on packet loss rate and how it can affect the QoS of multimedia services when bursty traffic is present. VoIP traffic, real traces of viedoconferencing and videosurvellance are used in two different scenarios with medium link utilization. The study shows that the bursty nature of some applications may impair the MOS of voice calls especially when a certain number of bursts overlap. When link utilization is above 70% good values of VoIP QoS cannot be obtained.

cs.NI

Empirically Characterizing the Buffer Behaviour of Real Devices

All the routers include a buffer in order to enqueue packets waiting to be transmitted. The behaviour of the routers' buffer is of primary importance when studying network traffic, since it may modify some characteristics, as delay or jitter, and may also drop packets. As a consequence, the characterization of this buffer is interesting, especially when real-time flows are being transmitted: if the buffer characteristics are known, then different techniques can be used so as to adapt the traffic: multiplexing a number of small packets into a big one, fragmentation, etc. This work presents a preliminary study of how to determine the technical and functional characteristics of the buffer of a certain device (as e.g. behaviour, size, limits, input and output rate), or even in a remote Internet network node. Two different methodologies are considered, and tested on two real scenarios which have been implemented; real measurements permit the estimation of the buffer size, and the input and output rates, when there is physical or remote access to the "System Under Test". In case of having physical access, the maximum number of packets in the queue can be determined by counting. In contrast, if the node is remote, its buffer size has to be estimated. We have obtained accurate results in wired and wireless networks.

cs.NI

Building a SDN Enterprise WLAN Based on Virtual APs

In this letter the development and testing of an open enterprise Wi-Fi solution based on virtual APs, managed by a central WLAN controller is presented. It allows seamless handovers between APs in different channels, maintaining the QoS of real-time services. The potential scalability issues associated to the beacon generation and channel assignment have been addressed. A battery of tests has been run in a real environment, and the results are reported in terms of packet loss and delay.

cs.NI

The Role of Machine Learning for Trajectory Prediction in Cooperative Driving

In this paper, we study the role that machine learning can play in cooperative driving. Given the increasing rate of connectivity in modern vehicles, and road infrastructure, cooperative driving is a promising first step in automated driving. The example scenario we explored in this paper, is coordinated lane merge, with data collection, test and evaluation all conducted in an automotive test track. The assumption is that vehicles are a mix of those equipped with communication units on board, i.e. connected vehicles, and those that are not connected. However, roadside cameras are connected and can capture all vehicles including those without connectivity. We develop a Traffic Orchestrator that suggests trajectories based on these two sources of information, i.e. connected vehicles, and connected roadside cameras. Recommended trajectories are built, which are then communicated back to the connected vehicles. We explore the use of different machine learning techniques in accurately and timely prediction of trajectories.

cs.LG

A Lane Merge Coordination Model for a V2X Scenario

Cooperative driving using connectivity services has been a promising avenue for autonomous vehicles, with the low latency and further reliability support provided by 5th Generation Mobile Network (5G). In this paper, we present an application for lane merge coordination based on a centralised system, for connected cars. This application delivers trajectory recommendations to the connected vehicles on the road. The application comprises of a Traffic Orchestrator as the main component. We apply machine learning and data analysis to predict whether a connected vehicle can successfully complete the cooperative manoeuvre of a lane merge. Furthermore, the acceleration and heading parameters that are necessary for the completion of a safe merge are elaborated. The results demonstrate the performance of several existing algorithms and how their main parameters were selected to avoid over-fitting.

cs.LG

Deep Reinforcement Learning in Lane Merge Coordination for Connected Vehicles

In this paper, a framework for lane merge coordination is presented utilising a centralised system, for connected vehicles. The delivery of trajectory recommendations to the connected vehicles on the road is based on a Traffic Orchestrator and a Data Fusion as the main components. Deep Reinforcement Learning and data analysis is used to predict trajectory recommendations for connected vehicles, taking into account unconnected vehicles for those suggestions. The results highlight the adaptability of the Traffic Orchestrator, when employing Dueling Deep Q-Network in an unseen real world merging scenario. A performance comparison of different reinforcement learning models and evaluation against Key Performance Indicator (KPI) are also presented.

cs.LG

Influencia del Buffer del Router en la Distribuc\'ion de Video P2P-TV

This work presents a study of the behaviour of the router buffer when managing the traffic of P2P-TV applications, where a number of peers exchange video content. First, a summary of the characteristics of SOPCast is presented. Then, the results obtained in simulation tests using different buffer policies are presented. Real traces of the application, obtained from a research project, have been used for the tests, sharing the Internet access with different amounts of background traffic. The results show that a similar buffer behaviour for all the access technologies. In addition, the big amount of small packets generated may impair the video traffic, thus avoiding the retransmission of the contents by the application.

cs.NI

Traffic Optimization for TCP-based Massive Multiplayer Online Games

This paper studies the use of a traffic optimization technique named TCM (Tunneling, Compressing and Multiplexing) to reduce the bandwidth of MMORPGs (Massively Multiplayer Online Role-Playing Games), which employ TCP to provide a soft real-time service. In order to optimize the traffic and to improve bandwidth efficiency, TCM can be applied when the packets of a number of players share the same link, which occurs in some scenarios, as e.g. the traffic between proxies and servers of game-supporting infrastructures. First, TCP/IP headers are compressed using standard algorithms that avoid sending repeated fields; next, a number of packets are blended into a bigger one and finally, they are sent using a tunnel. The expected compressed header size has been obtained using traffic traces of a real game. Next, simulations using a traffic model of a popular MMORPG have been performed in order to estimate the expected bandwidth savings and the reduction in packets per second. The obtained bandwidth saving is about 60 percent. Packets per second are also significantly reduced. In addition, the added delays are shown to be small enough so as not to impair layers' experienced quality.

cs.NI

Can a Wi-Fi WLAN Support a First Person Shooter?

In corporate and commercial environments, the deployment of a set of coordinated Wi-Fi APs is becoming a common solution to provide Internet coverage to moving users. In these scenarios, real-time services as online games can also be present. This paper presents a set of experiments developed in a test scenario where an end device moves between different APs while generating game traffic. A WLAN solution based on virtual APs is used, in order to make the handoffs transparent for Layer 3. The results show that it is possible to maintain an acceptable level of subjective quality during the handoff. At the same time, it is set clear that the fact of having a gamer in an AP could be taken into account by radio resource management algorithms, in order to provide a better quality.

cs.NI

The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic

We study TCP flows coexistence between Massive Multiplayer Online Role Playing Games (MMORPGs) and other TCP applications, by taking World of Warcraft (WoW) and a file transfer application based on File Transfer Protocol (FTP) as an example. Our focus is on the effects of the sender buffer size and FTP cross-traffic on the queuing delay experienced by the (MMORPG) game traffic. A network scenario corresponding to a real life situation in an ADSL access network has been simulated by using NS2. Three TCP variants, namely TCP SACK, TCP New Reno, and TCP Vegas, have been considered for cross-traffic. The results show that TCP Vegas is able to maintain a constant rate while competing with the game traffic, since it prevents packet loss and high queuing delays by not increasing the sender window size. TCP SACK and TCP New Reno, on the other hand, tend to continuously increase the sender window size, thus potentially allowing higher packet loss and causing undesired delays for the game traffic. In terms of buffer size, we have established that smaller buffers are better for MMORPG applications, while larger buffers contribute to a higher overall delay.

cs.NI

The Making of 5G: Building an End-to-End 5G-Enabled System

This article documents one of the world's first standards-compliant pre-commercial end-to-end 5th generation (5G) systems. Focus is on a standardized 5G architecture which includes the underlying 3GPP components but also the ETSI Network Function Virtualization (NFV) management and orchestration capabilities. The truly innovative character of 5G enabling fundamental changes to architecture and implementation is discussed, and details of monitoring and orchestration approaches that are deemed instrumental in unlocking the full potential of 5G. Finally, it is important to us to share the lessons learned which we hope are of use to industry and academia alike when building, deploying and testing emerging 5G systems.

cs.NI

Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

This paper compares two policies which can be used for multiplexing the traffic of a number of players of a First Person Shooter game. A network scenario in which a number of players share an access network has been simulated, in order to compare the policies in terms of a subjective quality estimator. The first policy, namely timeout, achieves higher bandwidth savings, while the second one, period, introduces less delay and jitter. The results show that the difference in terms of QoE is only significant when the number of players is small. Thus, in order to make the correct decision, the concrete network scenario and the characteristics of the router would have to be considered in each case, taking into account the estimation of the subjective quality that can be expected.

cs.NI

The modularity conjecture holds for linear idempotent varieties

The "Modularity Conjecture" is the assertion that the join of two nonmodular varieties is nonmodular. We establish the veracity of this conjecture for the case of linear idempotent varieties. We also establish analogous results concerning $n$-permutability for some $n$, and the satisfaction of nontrivial congruence identities. Our theorems require a technical result about the equational theory of linear varieties, which might be of independent interest.

math.RA