These project suggestions were drawn up quickly as extra options for masters students, and are presented ‘as is’ without any editing to harmonise with the others. They may give some ideas, and less would be expected of undergraduate projects.



Cellular Automata

Cellular Automata (CA) were initially introduced by von Neumann in the 1940’s as a simple model of logical computation; then popularised within computer science as Conways Game of Life in the 1970’s mirroring simple population dynamics including predator-prey relationships, and more recently (2002) popularised by Wolfram in his popular science work ‘A New Kind of Science’ after his considerable contributions to theoretical physics over 20 years, involving CA among other things. Although the basics are deceptively simple, and consequently their computation is extremely efficient, they can model surprisingly complex behaviour, where the processes (or their mathematical descriptions) are not yet fully characterised, understood, or tractable. This is especially true of complex dynamical systems, with widespread applications in every area of human endeavour, whose proper comprehension and effective control is increasingly important for reasons of efficiency. Such applications range from modelling the dynamics of discrete sparse entities (e.g. population dynamics, predator prey relationships, socio-political models, and epidemics) through to continuum dynamics (fluid dynamics, flood, avalanches).

Cellular Automata are discrete (in state, space and time) entities with no centralised control, whose individual responses are governed by simple state dependent transition rules. However, states and consequent state transitions may also involve influences from the external environment such as neighbours, which in a homogenous environment (identical entities if in a single population setting) can result in fairly complex group behaviour, such as flocking, which seemingly emulates central control, but with an appropriate choice of rules and interaction pathways.

Consequently they are well suited to simulating dynamical systems consisting of networks of discrete systems with known interactions through various mechanisms which may be represented through signalling channels or nodes. This would seem appealing in modelling computer networks in general and mobile networks in particular, given that location is also easily modelled, and a number of projects readily suggest themselves.

Ad hoc mobile wireless nets provide an interesting and highly relevant topic for cellular automata based simulation studies, since the latter provides a simple platform for evaluation of fully distributed dynamic routing and management strategies, based solely on simple nearest neighbour rules and interactions. The aim is to maximise utility whilst minimising cost overheads. Issues to consider are routing and broadcast algorithms constrained by varying delivery windows and fixed bandwidth whilst avoiding unprofitable traffic, all on a potentially limited battery life between recharging with a requirement for inclusion or exclusion in the event of nodes entering and leaving the system.

These generally involving simulation using cellular automata (or any other convenient method) to model & evaluate a range of topics and applications:-

traffic, protocol & routing issues of ad-hoc (or static) nets

mobile code applications: spread of virus, or utility (availability, throughput, QoS etc.) of agents or 'mobile distributed processing' separately or in conjunction with aspects in the point above

load-balancing, revenue models & power related issues.

Several variations can support a range of projects whilst catering for individual flair and preferences !-) Some general references follow, whilst more specific references are given below with project suggestions. For those interested, other references can be given or simple models can be built with some advice, insight and application from the general references.

http://portal.acm.org/citation.cfm?id=1050766

http://portal.acm.org/citation.cfm?id=584499

http://portal.acm.org/citation.cfm?id=383763

http://portal.acm.org/citation.cfm?id=501439

Applications are limited only by the imagination and enthusiasm of participants; but could be used to simulate:

1. JD1 - protocols, topologies and routing strategies –
model for optimal data traffic flow (or lack) initially in a static computer network, allowing for extension to dynamic ad hoc nets as outlined below;
similar to above, except for vehicular (or pedestrian) traffic flow (or lack) in transport networks;
combine the above into a mobile ad hoc wireless networks with dynamic connections between mobile nodes accompanying vehicles or people. Possibility of route selection based on recent popularity of route using ‘ant’ algorithms; which can also be simulated using CA.;

http://www.comp.glam.ac.uk/ASMTA2005/Proc/pdf/h-1026.pdf

http://portal.acm.org/citation.cfm?id=1068034

http://portal.acm.org/citation.cfm?id=1080761

http://portal.acm.org/citation.cfm?id=774758

http://portal.acm.org/citation.cfm?id=1080768

2. JD2 - distributed control (load balancing, resource allocation, scheduling, protocols) algorithms in distributed processing or communications networks ; e.g. grid computing, ad hoc radio networks, (or within a multiple functional pipelined CPU unit - even!);

http://portal.acm.org/citation.cfm?id=1071521

3. JD3 - automated mobile ad hoc wireless networks for traffic control (fully distributed control) using ad hoc wireless nets between people, vehicles or indeed aircraft equipped with suitable transponders such as current collision avoidance systems – and compare with current control systems, whether localized or centralized at vehicle and aircraft level; e.g. imagine all vehicle control at any well known intersection, roundabout or airport were governed by ad hoc peer to peer networks. Possibility of route selection based on recent popularity of route using ‘ant’ algorithms; which can also be simulated using CA. Can be extended to war games below.

http://portal.acm.org/citation.cfm?id=1050765


4. JD4 - mobile code & agent modelling – in terms of some measure of utility such as useful work or throughput, availability, QoS etc. vs. cost. Intitially, these may be ‘charge-free’ but not ‘cost-free’ since all distribution incurs extra resources such as compute load, time & energy of peers, extra co-ordination overheads etc.;

5. JD5 - virus & intrusion detection – model as a special case of mobile code & agent modelling by looking for patterns in the characteristic spread of traffic, load and utilities used on net, with the option of traceback for subsequent analysis & prevention;

http://portal.acm.org/citation.cfm?id=1070176

http://portal.acm.org/citation.cfm?id=986877


6. JD6 - Commercial P2P Mobile Ad hoc Network (MANET) - extend mobile code & agent modelling to cater for co-operative commercial credit or charging schemes, e.g. where an ad hoc P2P scheme is used to compute, transfer data or provide VoIP in place of traditional telecoms. What level of use and market penetration would make it attractive for mobile unit manufacturers to provide such facilities in their phones rather than get tied into strict licensing agreements with service providers?

http://portal.acm.org/citation.cfm?id=986546


7. JD7 - intelligent auction or bidding strategies - generate and model these for Commercial P2P MANET above, this is verging on game theory, but initally a simple approach could be adopted such as, retaining a mimium reserve battery power for anticipated personal or unknown emergency needs.

8. JD8 - Multi-player Games on the net. Model any particular requirements of games/audio/video applications on the net, such as low-latency, fast communications & rendering for visualisation etc. Really only a variation on 1. protocols, topologies and routing strategies and 2. distributed control with elements of 4. mobile code & agent modeling for downloadable games

9. JD9 - Real (War!?) Games with MANETS – model the utility of competing teams using entirely separate and secret MANETS for optimal effective spatial & temporal distribution during real competitive games. Really only a few sets of mutually exclusive automated mobile ad hoc wireless networks for traffic control in conflict or competition.

10. JD10 - Location management - investigate the need & utility of a number of (relatively!?) fixed location nodes relevant to any of the models above.


For projects JD1-10, contact Dr. James Doherty, j.doherty@cs.ucc.ie