Volunteer computing is a type of distributed computing in which people donate their computers' unused resources to a research-oriented project, [1] and sometimes in exchange for credit points. [2] The fundamental idea behind it is that a modern desktop computer is sufficiently powerful to perform billions of operations a second, but for most users only between 10–15% of its capacity is used. Common tasks such as word processing or web browsing leave the computer mostly idle.
The practice of volunteer computing, which dates back to the mid-1990s, can potentially make substantial processing power available to researchers at minimal cost. Typically, a program running on a volunteer's computer periodically contacts a research application to request jobs and report results. A middleware system usually serves as an intermediary. [3]
The first volunteer computing project was the Great Internet Mersenne Prime Search, which started in January 1996. [4] It was followed in 1997 by distributed.net. In 1997 and 1998, several academic research projects developed Java-based systems for volunteer computing; examples include Bayanihan, [5] Popcorn, [6] Superweb, [7] and Charlotte. [8]
The term volunteer computing was coined by Luis F. G. Sarmenta, the developer of Bayanihan. It is also appealing for global efforts on social responsibility, or Corporate Social Responsibility as reported in a Harvard Business Review. [9]
In 1999, the SETI@home and Folding@home projects were launched. These projects received considerable media coverage, and each one attracted several hundred thousand volunteers.
Between 1998 and 2002, several companies were formed with business models involving volunteer computing. Examples include Popular Power, Porivo, Entropia, and United Devices.
In 2002, the Berkeley Open Infrastructure for Network Computing (BOINC) project was founded at University of California, Berkeley Space Sciences Laboratory, funded by the National Science Foundation. BOINC provides a complete middleware system for volunteer computing, including a client, client GUI, application runtime system, server software, and software implementing a project web site. The first project based on BOINC was Predictor@home, based at the Scripps Research Institute, which began operation in 2004. Soon thereafter, SETI@home and climateprediction.net began using BOINC. A number of new BOINC-based projects were created over the next few years, including Rosetta@home, Einstein@home, and AQUA@home. In 2007, IBM World Community Grid switched from the United Devices platform to BOINC. [10]
The client software of the early volunteer computing projects consisted of a single program that combined the scientific computation and the distributed computing infrastructure. This monolithic architecture was inflexible. For example, it was difficult to deploy new application versions.
More recently, volunteer computing has moved to middleware systems that provide a distributed computing infrastructure independent from the scientific computation. Examples include:
Most of these systems have the same basic structure: a client program runs on the volunteer's computer. It periodically contacts project-operated servers over the Internet, requesting jobs and reporting the results of completed jobs. This "pull" model is necessary because many volunteer computers are behind firewalls that do not allow incoming connections. The system keeps track of each user's "credit", a numerical measure of how much work that user's computers have done for the project.
Volunteer computing systems must deal with several issues involving volunteered computers: their heterogeneity, their churn (the tendency of individual computers to join and leave the network over time), their sporadic availability, and the need to not interfere with their performance during regular use.
In addition, volunteer computing systems must deal with problems related to correctness:
One common approach to these problems is replicated computing, in which each job is performed on at least two computers. The results (and the corresponding credit) are accepted only if they agree sufficiently.
These effects may or may not be noticeable, and even if they are noticeable, the volunteer might choose to continue participating. However, the increased power consumption can be remedied to some extent by setting an option to limit the percentage of the processor used by the client, which is available in some client software.
Volunteer computing can provide researchers with computing power that is not achievable any other way. For example, Folding@home has been ranked as one of the world's fastest computing systems. With heightened interest and volunteer participation in the project as a result of the COVID-19 pandemic, [12] the system achieved a speed of approximately 1.22 exaflops by late March 2020 and reached 2.43 exaflops by April 12, 2020, [13] making it the world's first exaflop computing system.
Volunteer computing is often cheaper than other forms of distributed computing, [14] and typically at zero cost to the end researcher.
Although there are issues such as lack of accountability and trust between participants and researchers while implementing the projects, volunteer computing is crucially important, especially to projects that have limited funding. [15]
A supercomputer is a type of computer with a high level of performance as compared to a general-purpose computer. The performance of a supercomputer is commonly measured in floating-point operations per second (FLOPS) instead of million instructions per second (MIPS). Since 2022, supercomputers have existed which can perform over 1018 FLOPS, so called exascale supercomputers. For comparison, a desktop computer has performance in the range of hundreds of gigaFLOPS (1011) to tens of teraFLOPS (1013). Since November 2017, all of the world's fastest 500 supercomputers run on Linux-based operating systems. Additional research is being conducted in the United States, the European Union, Taiwan, Japan, and China to build faster, more powerful and technologically superior exascale supercomputers.
Grid computing is the use of widely distributed computer resources to reach a common goal. A computing grid can be thought of as a distributed system with non-interactive workloads that involve many files. Grid computing is distinguished from conventional high-performance computing systems such as cluster computing in that grid computers have each node set to perform a different task/application. Grid computers also tend to be more heterogeneous and geographically dispersed than cluster computers. Although a single grid can be dedicated to a particular application, commonly a grid is used for a variety of purposes. Grids are often constructed with general-purpose grid middleware software libraries. Grid sizes can be quite large.
Floating point operations per second is a measure of computer performance in computing, useful in fields of scientific computations that require floating-point calculations.
SETI@home is a project of the Berkeley SETI Research Center to analyze radio signals with the aim of searching for signs of extraterrestrial intelligence. Until March 2020, it was run as an Internet-based public volunteer computing project that employed the BOINC software platform. It is hosted by the Space Sciences Laboratory at the University of California, Berkeley, and is one of many activities undertaken as part of the worldwide SETI effort.
The Berkeley Open Infrastructure for Network Computing is an open-source middleware system for volunteer computing. Developed originally to support SETI@home, it became the platform for many other applications in areas as diverse as medicine, molecular biology, mathematics, linguistics, climatology, environmental science, and astrophysics, among others. The purpose of BOINC is to enable researchers to utilize processing resources of personal computers and other devices around the world.
Folding@home is a distributed computing project aimed to help scientists develop new therapeutics for a variety of diseases by the means of simulating protein dynamics. This includes the process of protein folding and the movements of proteins, and is reliant on simulations run on volunteers' personal computers. Folding@home is currently based at the University of Pennsylvania and led by Greg Bowman, a former student of Vijay Pande.
Big and Ugly Rendering Project (BURP) is a non-commercial volunteer computing project using the BOINC framework for the rendering of 3D graphics that has been in hibernation as of 2020. The project website currently shows the status as "extended maintenance" until 2027.
David Pope Anderson is an American research scientist at the Space Sciences Laboratory, at the University of California, Berkeley, and an adjunct professor of computer science at the University of Houston. Anderson leads the SETI@home, BOINC, Bossa, and Bolt software projects.
Rosetta@home is a volunteer computing project researching protein structure prediction on the Berkeley Open Infrastructure for Network Computing (BOINC) platform, run by the Baker lab. Rosetta@home aims to predict protein–protein docking and design new proteins with the help of about fifty-five thousand active volunteered computers processing at over 487,946 GigaFLOPS on average as of September 19, 2020. Foldit, a Rosetta@home videogame, aims to reach these goals with a crowdsourcing approach. Though much of the project is oriented toward basic research to improve the accuracy and robustness of proteomics methods, Rosetta@home also does applied research on malaria, Alzheimer's disease, and other pathologies.
NorduGrid is a collaboration aiming at development, maintenance and support of the free Grid middleware, known as the Advanced Resource Connector (ARC).
Advanced Resource Connector (ARC) is a grid computing middleware introduced by NorduGrid. It provides a common interface for submission of computational tasks to different distributed computing systems and thus can enable grid infrastructures of varying size and complexity. The set of services and utilities providing the interface is known as ARC Computing Element (ARC-CE). ARC-CE functionality includes data staging and caching, developed in order to support data-intensive distributed computing. ARC is an open source software distributed under the Apache License 2.0.
BOINC client–server technology refers to the model under which BOINC works. The BOINC framework consists of two layers which operate under the client–server architecture. Once the BOINC software is installed in a machine, the server starts sending tasks to the client. The operations are performed client-side and the results are uploaded to the server-side.
A computer cluster is a set of computers that work together so that they can be viewed as a single system. Unlike grid computers, computer clusters have each node set to perform the same task, controlled and scheduled by software. The newest manifestation of cluster computing is cloud computing.
MilkyWay@home is a volunteer computing project in the astrophysics category, running on the Berkeley Open Infrastructure for Network Computing (BOINC) platform. Using spare computing power from over 38,000 computers run by over 27,000 active volunteers as of November 2011, the MilkyWay@home project aims to generate accurate three-dimensional dynamic models of stellar streams in the immediate vicinity of the Milky Way. With SETI@home and Einstein@home, it is the third computing project of this type that has the investigation of phenomena in interstellar space as its primary purpose. Its secondary objective is to develop and optimize algorithms for volunteer computing.
GridRepublic is a BOINC Account Manager. It focuses on creating a clean and simple way to join and interact with BOINC. GridRepublic was started with a mission to raise public awareness and participation in volunteer computing with BOINC. GridRepublic was formed in 2004 by Matthew Blumberg as a mechanism to control the multiple projects from one place. The code for the BOINC software had to be redesigned to allow for the Account Manager system to be implemented.
Techila Distributed Computing Engine is a commercial grid computing software product. It speeds up simulation, analysis and other computational applications by enabling scalability across the IT resources in user's on-premises data center and in the user's own cloud account. Techila Distributed Computing Engine is developed and licensed by Techila Technologies Ltd, a privately held company headquartered in Tampere, Finland. The product is also available as an on-demand solution in Google Cloud Launcher, the online marketplace created and operated by Google. According to IDC, the solution enables organizations to create HPC infrastructure without the major capital investments and operating expenses required by new HPC hardware.
SLinCA@Home was a research project that uses Internet-connected computers to do research in fields such as physics and materials science.
DIET is a software for grid-computing. As middleware, DIET sits between the operating system and the application software. DIET was created in 2000. It was designed for high-performance computing. It is currently developed by INRIA, École Normale Supérieure de Lyon, CNRS, Claude Bernard University Lyon 1, SysFera. It is open-source software released under the CeCILL license.
Quasi-opportunistic supercomputing is a computational paradigm for supercomputing on a large number of geographically disperse computers. Quasi-opportunistic supercomputing aims to provide a higher quality of service than opportunistic resource sharing.
Approaches to supercomputer architecture have taken dramatic turns since the earliest systems were introduced in the 1960s. Early supercomputer architectures pioneered by Seymour Cray relied on compact innovative designs and local parallelism to achieve superior computational peak performance. However, in time the demand for increased computational power ushered in the age of massively parallel systems.
In volunteer computing, participants donate computational resources in exchange for credit points.
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