En+route+to+CAIDA+topology+map

In my current endeavor to make the BGP-Graph comprehensible a few huge leaps have been made. If you are familiar with other work in this field you may know the following image. (source)

Internet topology map from CAIDA.org

Internet topology map from CAIDA.org

Although this rendering does convey a few insights that are not plainly visible looking at the graph data, it still has some serious drawbacks. My main criticism is that it isĀ  fixed image that does not allow easy reuse of the underlying data or any interactivity such as querying and highlighting certain parts of the graph. Also it is not possible to watch changes in this graph in relation to events like 2008′s severing of a FLAG submarine cable leaving much of the middle east with poor Internet speeds. (BBC article)

As you could see in previous articles, it is not trivial to turn such a huge graph into something meaningful. A main problem has been that the force-based graph layout that I employed takes very long to converge if I impose too many restrictions that limit the complexity of the resulting layout. My new approach is to help the force-based algorithm by providing it with a meaningful initialization of the graph layout. Using the CAIDA as-rank dataset I determined a circle radius on which each Autonomous System is placed. The initial angle at which the AS is placed was then calculated using the country code in the WHOIS information obtained from APNIC and the other RIRs.

After this initial placement the movement of the graph nodes was restricted to the angle. The force-based layout algorithm then spread the ASes and also moved a fair few of them away from the United States, where many of them are registered although their main business is done elsewhere. The resulting positions can then be rendered and update in realtime using any decent graphics card.

Longitude based layout of graph

Longitude based layout of graph

There is still a lot of work left but this seems to me like a rather significant breakthrough. Next I will try to integrate my clustering algorithms into the rendering, stay tuned for more…

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