Distributed consensus in the presence of sectional faults
Distributed consensus in the presence of sectional faults
复制标题
存在分段故障时的分布式共识
DOI:
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发表时间:
2003
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通讯作者:
C. Rangan
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作者:
S. Amitanand;I. Sanketh;K. Srinathan;V. Vaikuntanathan;C. Rangan
Consider a synchronous network of <i>n</i> players, each with a local input. The goal of <i>distributed consensus</i> is to globally agree on one of the valid inputs even if some non-trivial subset of the players are <i>faulty</i>. By valid input, we mean the input of any non-faulty player. Extant results in Byzantine agreement literature capture the behaviour of faulty players in an "all-or-nothing" fashion. For instance, a (Byzantine) faulty player is completely unconstrained and could behave differently with different players. This leads to a gross underestimation of the achievable fault-tolerance. In this work, we propose a fault-model that considerably improves the estimation of fault-tolerance and helps capture real-life scenarios better. For instance, if two (honest) players were part of the same LAN (which is essentially a broadcast network), it is impossible for a external faulty player to behave differently with these two players (though the faulty player may behave with "equal" malice with both these players!). Among our results, we introduce the <i>sectional</i> fault-model that is more general and can capture practical scenarios not captured by any extant model. We provide a complete characterization of the tolerable faults and present efficient protocols to achieve consensus. We remark that the results of this paper strictly generalize the extant characterizations of fault-tolerance. For example, consider a network of four players <i>P</i><sub>1</sub>, <i>P</i><sub>2</sub>, <i>P</i><sub>3</sub> and <i>P</i><sub>4</sub>, under the corrupting influence of a Byzantine adversary given by the adversary structure <i>A</i> = {(<i>P</i><sub>1</sub>, <i>P</i><sub>2</sub>), (<i>P</i><sub>2</sub>, <i>P</i><sub>3</sub>), (<i>P</i><sub>4</sub>)}. Agreement is <i>impossible</i> in such a scenario, since the three sets from <i>A</i> cover the player set. However, it would be evident from our results that consensus in the above scenario was indeed possible if (and only if) the players <i>P</i><sub>1</sub>, <i>P</i><sub>3</sub> and <i>P</i><sub>4</sub> belonged to a single LAN in the network!