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Coordination-Free Designs for Mobile Gaming

Coordination-Free Designs for Mobile Gaming

Code Mesh 2015, September 3rd, 2015

Christopher Meiklejohn

November 03, 2015
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  1. Synchronization • To enforce an order
 Makes programming easier •

    Eliminate accidental nondeterminism
 Prevent race conditions 6
  2. Synchronization • To enforce an order
 Makes programming easier •

    Eliminate accidental nondeterminism
 Prevent race conditions • Techniques
 Locks, mutexes, semaphores, monitors, etc. 6
  3. Difficult Cases • “Internet of Things”
 Low power, limited memory

    and connectivity • Mobile Gaming
 Offline operation with replicated, shared state 7
  4. Zero Synchronization • We want to have our cake and

    eat it too. • “Zero synchronization” as a starting point
 Add synchronization only where it is necessary 8
  5. Zero Synchronization • We want to have our cake and

    eat it too. • “Zero synchronization” as a starting point
 Add synchronization only where it is necessary • Explore the limits
 Can we design a model of computation where it’s easy to write coordination-free computations that are free from concurrency anomalies? 8
  6. Distributed Computation • Distributed to concurrent programming
 Consistency and now

    partial failure • Enforcing the “single system” illusion 10
  7. Distributed Computation • Distributed to concurrent programming
 Consistency and now

    partial failure • Enforcing the “single system” illusion • Consistency model as a contract 10
  8. Distributed Computation • Distributed to concurrent programming
 Consistency and now

    partial failure • Enforcing the “single system” illusion • Consistency model as a contract • Enforced through synchronization 10
  9. Distributed Computation • Distributed to concurrent programming
 Consistency and now

    partial failure • Enforcing the “single system” illusion • Consistency model as a contract • Enforced through synchronization • Consistency model
 We can think of a consistency model as analogous to a programming paradigm 10
  10. The Avatars of Time • The problem of time
 Handling

    physical time in applications is difficult 12
  11. The Avatars of Time • The problem of time
 Handling

    physical time in applications is difficult • Time has three major avatars in computing 12
  12. The Avatars of Time • The problem of time
 Handling

    physical time in applications is difficult • Time has three major avatars in computing • Mutable state in sequential systems 12
  13. The Avatars of Time • The problem of time
 Handling

    physical time in applications is difficult • Time has three major avatars in computing • Mutable state in sequential systems • Nondeterminism in concurrent systems 12
  14. The Avatars of Time • The problem of time
 Handling

    physical time in applications is difficult • Time has three major avatars in computing • Mutable state in sequential systems • Nondeterminism in concurrent systems ̣ Network latency in distributed systems 12
  15. The Avatars of Time • The problem of time
 Handling

    physical time in applications is difficult • Time has three major avatars in computing • Mutable state in sequential systems • Nondeterminism in concurrent systems ̣ Network latency in distributed systems • Unavoidable
 Time is how users interact with programs 12
  16. Parable of the Car • “Car driving on a highway”

    • Friction needed for the car to grip the road 13
  17. Parable of the Car • “Car driving on a highway”

    • Friction needed for the car to grip the road • Motors want as little friction as possible 13
  18. Parable of the Car • “Car driving on a highway”

    • Friction needed for the car to grip the road • Motors want as little friction as possible • Time is like friction
 We can not completely eliminate friction, but aim to reduce it as much as possible 13
  19. Physical Time (real world) Parable of the Car 14 •

    Time only at the interface
 The interface is a small part of the system, and this is where we introduction friction
  20. Physical Time (real world) Parable of the Car 14 •

    Time only at the interface
 The interface is a small part of the system, and this is where we introduction friction • Physical time-free execution
 Internally, avoid synchronization as much as possible and virtualize notion of time
  21. Weak Synchronization • Can we achieve anything without synchronization?
 Not

    really. • Strong Eventual Consistency (SEC)
 “Replicas that deliver the same updates have equivalent state” 16
  22. Weak Synchronization • Can we achieve anything without synchronization?
 Not

    really. • Strong Eventual Consistency (SEC)
 “Replicas that deliver the same updates have equivalent state” • Primary requirement
 Eventual replica-to-replica communication 16
  23. Weak Synchronization • Can we achieve anything without synchronization?
 Not

    really. • Strong Eventual Consistency (SEC)
 “Replicas that deliver the same updates have equivalent state” • Primary requirement
 Eventual replica-to-replica communication • Order insensitive! (Commutativity) 16
  24. Weak Synchronization • Can we achieve anything without synchronization?
 Not

    really. • Strong Eventual Consistency (SEC)
 “Replicas that deliver the same updates have equivalent state” • Primary requirement
 Eventual replica-to-replica communication • Order insensitive! (Commutativity) • Duplicate insensitive! (Idempotent) 16
  25. Programming SEC 1. Eliminate accidental nondeterminism
 (ex. deterministic, modeling non-monotonic

    operations monotonically) 2. Retain the properties of functional programming
 (ex. confluence, referential transparency over composition) 22
  26. Programming SEC 1. Eliminate accidental nondeterminism
 (ex. deterministic, modeling non-monotonic

    operations monotonically) 2. Retain the properties of functional programming
 (ex. confluence, referential transparency over composition) 3. Distributed, and fault-tolerant runtime
 (ex. replication) 22
  27. Programming SEC 1. Eliminate accidental nondeterminism
 (ex. deterministic, modeling non-monotonic

    operations monotonically) 2. Retain the properties of functional programming
 (ex. confluence, referential transparency over composition) 3. Distributed, and fault-tolerant runtime
 (ex. replication) 23
  28. Conflict-Free 
 Replicated Data Types • Many types exist with

    different properties
 Sets, counters, registers, flags, maps, graphs 25
  29. Conflict-Free 
 Replicated Data Types • Many types exist with

    different properties
 Sets, counters, registers, flags, maps, graphs • Strong Eventual Consistency
 Instances satisfy SEC property per-object 25
  30. RA RB RC {1} (1, {a}, {}) add(1) {1} (1,

    {c}, {}) add(1) {} (1, {c}, {c}) remove(1)
  31. RA RB RC {1} (1, {a}, {}) add(1) {1} (1,

    {c}, {}) add(1) {} (1, {c}, {c}) remove(1) {1} {1} {1} (1, {a, c}, {c}) (1, {a, c}, {c}) (1, {a, c}, {c})
  32. Programming SEC 1. Eliminate accidental nondeterminism
 (ex. deterministic, modeling non-monotonic

    operations monotonically) 2. Retain the properties of functional programming
 (ex. confluence, referential transparency over composition) 3. Distributed, and fault-tolerant runtime
 (ex. replication) 31
  33. Lattice Processing (Lasp) • Distributed, deterministic dataflow
 Distributed, deterministic dataflow

    programming model for “eventually consistent” computations • Convergent data structures
 Primary data abstraction is the CRDT 33
  34. Lattice Processing (Lasp) • Distributed, deterministic dataflow
 Distributed, deterministic dataflow

    programming model for “eventually consistent” computations • Convergent data structures
 Primary data abstraction is the CRDT • Enables composition
 Provides functional composition of CRDTs that preserves the SEC property 33
  35. 34 %% Create initial set. S1 = declare(set), %% Add

    elements to initial set and update. update(S1, {add, [1,2,3]}), %% Create second set. S2 = declare(set), %% Apply map operation between S1 and S2. map(S1, fun(X) -> X * 2 end, S2).
  36. 35 %% Create initial set. S1 = declare(set), %% Add

    elements to initial set and update. update(S1, {add, [1,2,3]}), %% Create second set. S2 = declare(set), %% Apply map operation between S1 and S2. map(S1, fun(X) -> X * 2 end, S2).
  37. 36 %% Create initial set. S1 = declare(set), %% Add

    elements to initial set and update. update(S1, {add, [1,2,3]}), %% Create second set. S2 = declare(set), %% Apply map operation between S1 and S2. map(S1, fun(X) -> X * 2 end, S2).
  38. 37 %% Create initial set. S1 = declare(set), %% Add

    elements to initial set and update. update(S1, {add, [1,2,3]}), %% Create second set. S2 = declare(set), %% Apply map operation between S1 and S2. map(S1, fun(X) -> X * 2 end, S2).
  39. 38 %% Create initial set. S1 = declare(set), %% Add

    elements to initial set and update. update(S1, {add, [1,2,3]}), %% Create second set. S2 = declare(set), %% Apply map operation between S1 and S2. map(S1, fun(X) -> X * 2 end, S2).
  40. Lattice Processing (Lasp) • Functional and set-theoretic operations on sets


    Product, intersection, union, filter, map, fold 39
  41. Lattice Processing (Lasp) • Functional and set-theoretic operations on sets


    Product, intersection, union, filter, map, fold • Metadata computation
 Performs transformation on the internal metadata of CRDTs allowing creation of “composed” CRDTs 39
  42. Lasp Processes • Replicas as monotonic streams
 Each replica of

    a CRDT produces a monotonic stream of states 40
  43. Lasp Processes • Replicas as monotonic streams
 Each replica of

    a CRDT produces a monotonic stream of states • Monotonic processes
 Read from one or more input replica streams and produce a single output replica stream 40
  44. Lasp Processes • Replicas as monotonic streams
 Each replica of

    a CRDT produces a monotonic stream of states • Monotonic processes
 Read from one or more input replica streams and produce a single output replica stream • Inflationary reads
 Read operation ensures that we only read inflationary updates to replicas 40
  45. RA {} (1, {a}, {}) (1, {a, c}, {}) C1

    (1, {a}, {}) {} C2 (1, {c}, {}) {} 44
  46. RA {} (1, {a}, {}) (1, {a, c}, {}) (1,

    {a, c}, {a}) C1 (1, {a}, {}) {} (1, {a}, {a}) C2 (1, {c}, {}) {} 45
  47. RA {} (1, {a}, {}) (1, {a, c}, {}) (1,

    {a, c}, {a}) C1 (1, {a}, {}) {} (1, {a}, {a}) C2 (1, {c}, {}) {} (1, {a, c}, {a}) (1, {a, c}, {a}) (1, {a, c}, {a}) 46
  48. RA {} (1, {a}, {}) (1, {a, c}, {}) (1,

    {a, c}, {a}) C1 (1, {a}, {}) {} (1, {a}, {a}) C2 (1, {c}, {}) {} (1, {a, c}, {a}) (1, {a, c}, {a}) (1, {a, c}, {a}) 47
  49. RA {} P1 F(RA) {} strict_read({}) (1, {a}, {}) F((1,

    {a}, {})) (2, {a}, {}) strict_read((1, {a}, {}) (1, {a}, {}) 54
  50. RA {} P1 F(RA) {} strict_read({}) (1, {a}, {}) F((1,

    {a}, {})) (2, {a}, {}) strict_read((1, {a}, {}) (1, {a}, {}) (1, {a}, {a}) F((1, {a}, {a})) (2, {a}, {a}) strict_read((1, {a}, {a}) (1, {a}, {a}) 55
  51. RA {} P1 F(RA) {} strict_read({}) (1, {a}, {}) (1,

    {a}, {}) (1, {a}, {a}) F((1, {a}, {a})) (2, {a}, {a}) strict_read((1, {a}, {a}) (1, {a}, {a}) 56
  52. Programming SEC 1. Eliminate accidental nondeterminism
 (ex. deterministic, modeling non-monotonic

    operations monotonically) 2. Retain the properties of functional programming
 (ex. confluence, referential transparency over composition) 3. Distributed, and fault-tolerant runtime
 (ex. replication) 57
  53. Selective Hearing • Epidemic broadcast based runtime system
 Provide a

    runtime system that can scale to large numbers of nodes, that is resilient to failures and provides efficient execution 59
  54. Selective Hearing • Epidemic broadcast based runtime system
 Provide a

    runtime system that can scale to large numbers of nodes, that is resilient to failures and provides efficient execution • Well-matched to Lattice Processing (Lasp) 59
  55. Selective Hearing • Epidemic broadcast based runtime system
 Provide a

    runtime system that can scale to large numbers of nodes, that is resilient to failures and provides efficient execution • Well-matched to Lattice Processing (Lasp) • Epidemic broadcast mechanisms provide weak ordering but are resilient and efficient 59
  56. Selective Hearing • Epidemic broadcast based runtime system
 Provide a

    runtime system that can scale to large numbers of nodes, that is resilient to failures and provides efficient execution • Well-matched to Lattice Processing (Lasp) • Epidemic broadcast mechanisms provide weak ordering but are resilient and efficient • Lasp’s programming model is tolerant to message re-ordering, disconnections, and node failures 59
  57. Selective Hearing • Epidemic broadcast based runtime system
 Provide a

    runtime system that can scale to large numbers of nodes, that is resilient to failures and provides efficient execution • Well-matched to Lattice Processing (Lasp) • Epidemic broadcast mechanisms provide weak ordering but are resilient and efficient • Lasp’s programming model is tolerant to message re-ordering, disconnections, and node failures • “Selective Receive”
 Nodes selectively receive and process messages based on interest 59
  58. Programming SEC 1. Eliminate accidental nondeterminism
 (ex. deterministic, modeling non-monotonic

    operations monotonically) 2. Retain the properties of functional programming
 (ex. confluence, referential transparency over composition) 3. Distributed, and fault-tolerant runtime
 (ex. replication) 60
  59. Leaderboard • Mobile game platform
 Local leaderboard tracking top-k highest

    scored games • Clients will go offline
 Clients have limited connectivity and the system still needs to make progress while clients are offline 62
  60. Client 1 Leaderboard Client 3 Leaderboard Client 2 Leaderboard Lasp

    Operation User-Maintained CRDT Lasp-Maintained CRDT 63
  61. Leaderboard • Peer-to-peer dissemination
 Nodes periodically “merge” their state with

    a random peer • Complexity in the data type
 Each node tracks a top-k set of its own games in a bounded set 64
  62. 65 %% Create a leaderboard datatype. L = declare({top_k, [2]}).

    %% Update leaderboard. update({set, Name, Score}, L).
  63. 66 %% Create a leaderboard datatype. L = declare({top_k, [2]}).

    %% Update leaderboard. update({set, Name, Score}, L).
  64. 67 %% Create a leaderboard datatype. L = declare({top_k, [2]}).

    %% Update leaderboard. update({set, Name, Score}, L).
  65. Per-User Leaderboard • Enhance existing design
 Only the top score

    for each user at each device • Minimize transmitted state
 Prevent transmission of state that is not necessary to perform the computation 70
  66. Per-User Leaderboard • Enhance existing design
 Only the top score

    for each user at each device • Minimize transmitted state
 Prevent transmission of state that is not necessary to perform the computation • Compose data types
 Build a per-user leaderboard through the composition of existing types 70
  67. Client1 Scores Local Top-K Fold Global Top-K Lasp Operation Input

    User-Maintained CRDT Output Lasp-Maintained CRDT Fold Client3 Scores Local Top-K Fold Global Top-K Fold Client2 Scores Local Top-K Fold Global Top-K Fold 71
  68. Client1 Scores Local Top-K Fold Global Top-K Fold 72 Client1

    Scores Local Top-K Fold Global Top-K Fold Client3 Scores Local Top-K Fold Global Top-K Fold Client2 Scores Local Top-K Fold Global Top-K Fold
  69. Client1 Scores Local Top-K Fold Global Top-K Fold 73 Client1

    Scores Local Top-K Fold Global Top-K Fold Client3 Scores Local Top-K Fold Global Top-K Fold Client2 Scores Local Top-K Fold Global Top-K Fold
  70. Client1 Scores Local Top-K Fold Global Top-K Fold 74 Client1

    Scores Local Top-K Fold Global Top-K Fold Client3 Scores Local Top-K Fold Global Top-K Fold Client2 Scores Local Top-K Fold Global Top-K Fold
  71. Client1 Scores Local Top-K Fold Global Top-K Fold 75 Client1

    Scores Local Top-K Fold Global Top-K Fold Client3 Scores Local Top-K Fold Global Top-K Fold Client2 Scores Local Top-K Fold Global Top-K Fold
  72. Client1 Scores Local Top-K Fold Global Top-K Fold 76 Client1

    Scores Local Top-K Fold Global Top-K Fold Client3 Scores Local Top-K Fold Global Top-K Fold Client2 Scores Local Top-K Fold Global Top-K Fold
  73. Client1 Scores Local Top-K Fold Global Top-K Fold 77 Client1

    Scores Local Top-K Fold Global Top-K Fold Client3 Scores Local Top-K Fold Global Top-K Fold Client2 Scores Local Top-K Fold Global Top-K Fold
  74. Client1 Scores Local Top-K Fold Global Top-K Lasp Operation Input

    User-Maintained CRDT Output Lasp-Maintained CRDT Fold Client3 Scores Local Top-K Fold Global Top-K Fold Client2 Scores Local Top-K Fold Global Top-K Fold 78 Client1 Scores Local Top-K Fold Global Top-K Fold Client3 Scores Local Top-K Fold Global Top-K Fold Client2 Scores Local Top-K Fold Global Top-K Fold
  75. Per-User Leaderboard • Dynamically scoped variables
 Variable which take different

    values depending on where it is executing • Dynamically scoped fold operation
 Perform a distributed “reduce” operation that combines the state of a dynamically scoped variables across 79
  76. 80 %% Create a global leaderboard. G = declare({top_k, [10]}).

    %% Create a local leaderboard. L = declare_dynamic({top_k, [10]}). %% Create a set of scores. S = declare_dynamic(set). %% Compute local top-k list. fold(S, fun max_by_name/2, L). %% Compute global top-k list. fold_dynamic(L, fun max_by_name/2, G).
  77. 81 %% Create a global leaderboard. G = declare({top_k, [10]}).

    %% Create a local leaderboard. L = declare_dynamic({top_k, [10]}). %% Create a set of scores. S = declare_dynamic(set). %% Compute local top-k list. fold(S, fun max_by_name/2, L). %% Compute global top-k list. fold_dynamic(L, fun max_by_name/2, G).
  78. 82 %% Create a global leaderboard. G = declare({top_k, [10]}).

    %% Create a local leaderboard. L = declare_dynamic({top_k, [10]}). %% Create a set of scores. S = declare_dynamic(set). %% Compute local top-k list. fold(S, fun max_by_name/2, L). %% Compute global top-k list. fold_dynamic(L, fun max_by_name/2, G).
  79. 83 %% Create a global leaderboard. G = declare({top_k, [10]}).

    %% Create a local leaderboard. L = declare_dynamic({top_k, [10]}). %% Create a set of scores. S = declare_dynamic(set). %% Compute local top-k list. fold(S, fun max_by_name/2, L). %% Compute global top-k list. fold_dynamic(L, fun max_by_name/2, G).
  80. 84 %% Create a global leaderboard. G = declare({top_k, [10]}).

    %% Create a local leaderboard. L = declare_dynamic({top_k, [10]}). %% Create a set of scores. S = declare_dynamic(set). %% Compute local top-k list. fold(S, fun max_by_name/2, L). %% Compute global top-k list. fold_dynamic(L, fun max_by_name/2, G).
  81. 85 %% Create a global leaderboard. G = declare({top_k, [10]}).

    %% Create a local leaderboard. L = declare_dynamic({top_k, [10]}). %% Create a set of scores. S = declare_dynamic(set). %% Compute local top-k list. fold(S, fun max_by_name/2, L). %% Compute global top-k list. fold_dynamic(L, fun max_by_name/2, G).
  82. Advertisement Counter • Mobile game platform selling advertisement space
 Advertisements

    are paid according to a minimum number of impressions • Clients will go offline
 Clients have limited connectivity and the system still needs to make progress while clients are offline 88
  83. Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot

    Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Lasp Operation User-Maintained CRDT Lasp-Maintained CRDT Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client 89
  84. Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot

    Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Riot Ads Rovio Ads Product Read 50,000 Remove Increment Union 90 Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Lasp Operation User-Maintained CRDT Lasp-Maintained CRDT Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client
  85. Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot

    Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Rovio Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 1 Client 91 Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Lasp Operation User-Maintained CRDT Lasp-Maintained CRDT Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client
  86. Ads ovio Ad ounter 1 ovio Ad ounter 2 iot

    Ad ounter 1 iot Ad ounter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Rovio Ad Counter 1 Ro C Rovio Ad Counter 1 Ro C Rovio Ad Counter 1 Ro C Rovio Ad Counter 1 Ro C Client Side, Sing 92 Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Lasp Operation User-Maintained CRDT Lasp-Maintained CRDT Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client
  87. Ads Contracts Ads Contracts Ads With Contracts Riot Ads Rovio

    Ads Filter Product move Read Union Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client 93 Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Lasp Operation User-Maintained CRDT Lasp-Maintained CRDT Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client
  88. Ads Contracts Ads Contracts Ads With Contracts Filter Product Read

    Union Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client 94 Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Lasp Operation User-Maintained CRDT Lasp-Maintained CRDT Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client
  89. Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot

    Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client 95 Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Lasp Operation User-Maintained CRDT Lasp-Maintained CRDT Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client
  90. Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot

    Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Riot Ads Rovio Ads Fil Product Read 50,000 Remove Increment Union 96 Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Lasp Operation User-Maintained CRDT Lasp-Maintained CRDT Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client
  91. Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot

    Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client 97 Ads Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Riot Ad Counter 2 Contracts Ads Contracts Ads With Contracts Riot Ads Rovio Ads Filter Product Read 50,000 Remove Increment Read Union Lasp Operation User-Maintained CRDT Lasp-Maintained CRDT Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Rovio Ad Counter 1 Rovio Ad Counter 2 Riot Ad Counter 1 Client Side, Single Copy at Client
  92. Advertisement Counter • Completely monotonic
 Disabling advertisements and contracts are

    all modeled through monotonic state growth • Arbitrary distribution
 Use of convergent data structures allows computational graph to be arbitrarily distributed 98
  93. Advertisement Counter • Completely monotonic
 Disabling advertisements and contracts are

    all modeled through monotonic state growth • Arbitrary distribution
 Use of convergent data structures allows computational graph to be arbitrarily distributed • Divergence
 Divergence is a factor of synchronization period 98
  94. 99 %% Generate a series of contracts. Contracts = declare(set),

    %% Generate advertisements. RiotAds = declare(set), RovioAds = declare(set), create_advertisements_and_contracts(RiotAds, Contracts), create_advertisements_and_contracts(RovioAds, Contracts), %% Union ads. Ads = declare(set), union(RovioAds, RiotAds, Ads), %% Compute the product of both ads and contracts. AdsContracts = declare(set), product(Ads, Contracts, AdsContracts), %% Filter items by join on item it. AdsWithContracts = declare(set), FilterFun = fun({#ad{id=Id1}, #contract{id=Id2}}) -> Id1 =:= Id2 end, filter(AdsContracts, FilterFun, AdsWithContracts).
  95. 100 %% Generate a series of contracts. Contracts = declare(set),

    %% Generate advertisements. RiotAds = declare(set), RovioAds = declare(set), create_advertisements_and_contracts(RiotAds, Contracts), create_advertisements_and_contracts(RovioAds, Contracts), %% Union ads. Ads = declare(set), union(RovioAds, RiotAds, Ads), %% Compute the product of both ads and contracts. AdsContracts = declare(set), product(Ads, Contracts, AdsContracts), %% Filter items by join on item it. AdsWithContracts = declare(set), FilterFun = fun({#ad{id=Id1}, #contract{id=Id2}}) -> Id1 =:= Id2 end, filter(AdsContracts, FilterFun, AdsWithContracts).
  96. 101 %% Generate a series of contracts. Contracts = declare(set),

    %% Generate advertisements. RiotAds = declare(set), RovioAds = declare(set), create_advertisements_and_contracts(RiotAds, Contracts), create_advertisements_and_contracts(RovioAds, Contracts), %% Union ads. Ads = declare(set), union(RovioAds, RiotAds, Ads), %% Compute the product of both ads and contracts. AdsContracts = declare(set), product(Ads, Contracts, AdsContracts), %% Filter items by join on item it. AdsWithContracts = declare(set), FilterFun = fun({#ad{id=Id1}, #contract{id=Id2}}) -> Id1 =:= Id2 end, filter(AdsContracts, FilterFun, AdsWithContracts).
  97. 102 %% Generate a series of contracts. Contracts = declare(set),

    %% Generate advertisements. RiotAds = declare(set), RovioAds = declare(set), create_advertisements_and_contracts(RiotAds, Contracts), create_advertisements_and_contracts(RovioAds, Contracts), %% Union ads. Ads = declare(set), union(RovioAds, RiotAds, Ads), %% Compute the product of both ads and contracts. AdsContracts = declare(set), product(Ads, Contracts, AdsContracts), %% Filter items by join on item it. AdsWithContracts = declare(set), FilterFun = fun({#ad{id=Id1}, #contract{id=Id2}}) -> Id1 =:= Id2 end, filter(AdsContracts, FilterFun, AdsWithContracts).
  98. 103 %% Generate a series of contracts. Contracts = declare(set),

    %% Generate advertisements. RiotAds = declare(set), RovioAds = declare(set), create_advertisements_and_contracts(RiotAds, Contracts), create_advertisements_and_contracts(RovioAds, Contracts), %% Union ads. Ads = declare(set), union(RovioAds, RiotAds, Ads), %% Compute the product of both ads and contracts. AdsContracts = declare(set), product(Ads, Contracts, AdsContracts), %% Filter items by join on item it. AdsWithContracts = declare(set), FilterFun = fun({#ad{id=Id1}, #contract{id=Id2}}) -> Id1 =:= Id2 end, filter(AdsContracts, FilterFun, AdsWithContracts).
  99. 104 %% Generate a series of contracts. Contracts = declare(set),

    %% Generate advertisements. RiotAds = declare(set), RovioAds = declare(set), create_advertisements_and_contracts(RiotAds, Contracts), create_advertisements_and_contracts(RovioAds, Contracts), %% Union ads. Ads = declare(set), union(RovioAds, RiotAds, Ads), %% Compute the product of both ads and contracts. AdsContracts = declare(set), product(Ads, Contracts, AdsContracts), %% Filter items by join on item it. AdsWithContracts = declare(set), FilterFun = fun({#ad{id=Id1}, #contract{id=Id2}}) -> Id1 =:= Id2 end, filter(AdsContracts, FilterFun, AdsWithContracts).
  100. Client3 Lasp Operation User-Maintained CRDT Lasp-Maintained CRDT Riot Ad Counter

    1 Client1 Client2 Rovio Ad Counter 1 Rovio Ad Counter 2 Rovio Ad Counter 1 Rovio Ad Counter 2 Rovio Ad Counter 1 Riot Ad Counter 2 Riot Ad Counter 1 Riot Ad Counter 1 Ads With Contracts Ads With Contracts Ads With Contracts Server Ads With Contracts Server Computation! 105
  101. Client3 Lasp Operation User-Maintained CRDT Lasp-Maintained CRDT Riot Ad Counter

    1 Client1 Client2 Rovio Ad Counter 1 Rovio Ad Counter 2 Rovio Ad Counter 1 Rovio Ad Counter 2 Rovio Ad Counter 1 Riot Ad Counter 2 Riot Ad Counter 1 Riot Ad Counter 1 Ads With Contracts Ads With Contracts Ads With Contracts Server Ads With Contracts Server Computation! 106
  102. Client3 Lasp Operation User-Maintained CRDT Lasp-Maintained CRDT Riot Ad Counter

    1 Client1 Client2 Rovio Ad Counter 1 Rovio Ad Counter 2 Rovio Ad Counter 1 Rovio Ad Counter 2 Rovio Ad Counter 1 Riot Ad Counter 2 Riot Ad Counter 1 Riot Ad Counter 1 Ads With Contracts Ads With Contracts Ads With Contracts Server Ads With Contracts Server Computation! 107
  103. Advertisement Counter • “Servers” as peers to “clients”
 Servers are

    peers to clients that perform additional computation 108
  104. Advertisement Counter • “Servers” as peers to “clients”
 Servers are

    peers to clients that perform additional computation • Any node can disable an advertisement under this model given enough information 108
  105. Advertisement Counter • “Servers” as peers to “clients”
 Servers are

    peers to clients that perform additional computation • Any node can disable an advertisement under this model given enough information • “Servers” as trusted nodes
 Serve as a location for performing “exactly once” side- effects 108
  106. Advertisement Counter • “Servers” as peers to “clients”
 Servers are

    peers to clients that perform additional computation • Any node can disable an advertisement under this model given enough information • “Servers” as trusted nodes
 Serve as a location for performing “exactly once” side- effects • Billing customers must be done at a central point by a trusted node in the system 108
  107. Key Points • Synchronization is expensive
 Locking and other synchronization

    mechanisms limit scalability to the critical section 111
  108. Key Points • Synchronization is expensive
 Locking and other synchronization

    mechanisms limit scalability to the critical section • Synchronization is sometimes not possible
 Mobile and “Internet of Things” applications make synchronization for replicated state impractical 111
  109. Key Points • Synchronization is expensive
 Locking and other synchronization

    mechanisms limit scalability to the critical section • Synchronization is sometimes not possible
 Mobile and “Internet of Things” applications make synchronization for replicated state impractical • Apply synchronization only where required
 Global invariants, atomic visibility, etc. 111
  110. Publications • “Lasp: A Language for Distributed, Coordination-Free Programming” 


    ACM SIGPLAN PPDP 2015 • “Selective Hearing: An Approach to Distributed, Eventually Consistent Edge Computation”
 IEEE W-PSDS 2015 • “The Implementation and Use of a Generic Dataflow Behaviour in Erlang”
 ACM SIGPLAN Erlang Workshop ’15 • “Lasp: A Language for Distributed, Eventually Consistent Computations with CRDTs"
 PaPoC 2015 • “Declarative, Sliding Window Aggregations for Computations at the Edge"
 IEEE EdgeCom 2016 113
  111. SyncFree is a European research project taking place for 3

    years, staring October 2013, and is funded by the European Union, grant agreement n° 609551. 114