Scheduling P2P Multimedia Streams: Can We Achieve Performance and Robustness?
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Transcript of Scheduling P2P Multimedia Streams: Can We Achieve Performance and Robustness?
Scheduling P2P Multimedia Streams: Can We Achieve Performance and Robustness?Luca Abeni, Csaba Kiraly, Renato Lo
CignoDISI – University of Trento, Italy
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P2P Multimedia Streaming P2P is cool, but why streaming?
Think of out-of-country TV broadcasting easier to get Internet connection than a satellite dish
Think of the cost of starting a new TV channel traditional TV broadcasting vs. client-server vs. P2P
P2P-TV could become one of the dominant multimedia applications on the Internet Some systems already deployed: PPLive,
TVAnts, CoolStreaming, … with hundreds of channels already available
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P2P Multimedia Streaming contd. P2P-TV is resource-hungry
previously unseen traffic volumes to/from the users 1+ mbit/s sustained download Even higher upload (if available)
P2P-TV is challenging to design large peer count with heterogeneous networking
resources This is not VoD, potentially millions of users watching
the same live channel tight delay constraints
This is not file sharing, delay is the design objective
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Achieve Performance & Robustness Several design challenges
organizing and maintaining the P2P overlay scheduling information transmission between
peers etc.
In this work, we concentrate on scheduling for chunk-based P2P
streaming study different combinations of peer and chunk
selection strategies propose a new peer selection strategy that
achieves both performance and robustness
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Outline of Talk P2P streaming systems, definitions
The scheduling problem Chunks selection strategies (RUc, LUc, DLc) Peers selection strategies (RUp, MDp, ELp, BAWp)
The optimal ones … are these robust?
Bandwidth-Aware ELp Algorithm (BAELp)
Algorithms Comparison
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P2P Streaming Systems A source generates encoded audio/video This media stream is divided into chunks Various peers receive the encoded media
and contribute to the diffusion, by forwarding received chunks to other peers
The system is unstructured No fixed distribution tree Each peer is connected to a small subset of the
other peers (neighbourhood) Chunks are exchanged among neighbour peers
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The Scheduling Problem Each peer
Receives chunks from the other peers Redistributes chunks to neighbour peers
Scheduling decision at the sender peer Which chunk to send? (chunk selection) To which neighbour send a chunk?
(peer selection) 2 variants
Chunk first selection (XXc/XXp) Peer first selection (XXp/XXc)
We concentrate on chunk first selection!
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Chunk Selection Random Useful (RUc):
select among the chunks useful to at least one neighbour with uniform random choice
Rationale: If there is enough bandwidth, sooner or later useful chunks
get there easy to implement, widely used as baseline performance
Latest Useful (LUc): Rationale: spread new chunks as fast as possible Shown to be fragile: older chunks can be "overtaken“ by
newer ones, stopping their diffusion This fragility increases as neighbourhood size is reduced
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Chunk Selection contd. Deadline-based scheduler (DLc):
Rationale: embed meta-information in the chunk instance
Each copy of each chunk is associated a scheduling deadline, initialized to the chunk generation time
Deadline of the chunk instance in the sender peer is postponed each time chunk is sent
The useful chunk with the earliest deadline is selected
shown to overcome problems of LUc No “overtaking” effect good performance with small neighbourhood size
We will use DLc in this paper!
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Peer Selection Random Useful Peer (RUp):
Uniform random choice among the peers that need the given chunk
Bandwidth Aware Peer scheduler (BAWp): Rationale: peers with high upload bandwidth has
high redistribution potential randomly selects a target (as in RUp); the
probability of selecting Pj is proportional to its output bitrate.
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Peer Selection contd.Earliest-Latest Peer (ELp):
Rationale: key to fast diffusion is to choose a peer that can re-distribute the chunk
Check the latest chunk owned by each peer And select as a target the peer with the earliest
latest chunk
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The Optimal Ones ELp
shown to be optimal in idealized conditions Homogeneous peers: for each peers
upload bandwidth = stream bandwidth What happens in heterogeneous networks?
BAwp Shown to achieve good performance in largely
heterogeneous networks But it falls back to RUp for homogeneous
networks!
Are any of these robust to various network scenarios?
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Bandwidth-Aware ELp Algorithm Goal: blend the best properties of bandwidth
aware heuristics with ELp optimality
1st approach: hierarchical scheduling ELBAp: use EL first. If there is a tie, apply BA
among winners BAELp: BA first, EL after
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Bandwidth-Aware ELp Algorithm 2nd approach: weighted combination
Instead of minimizing L(Pj , t) the ID of the latest chunk of neighbour node Pj
Consider also Expected arrival of the chunk to Pj,
though the bandwidth of the sender s(Pi) Redistribution potential of Pj
through the bandwidth of the target peer s(Pj).
Maximize:t − L(Pj , t) + Bw(s(Pj)/s(Pi)) Where BW is a weight assigned to the upload bandwidth
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Algorithms Comparison We use the P2PTVSim simulator
Open source, event-driven, chunk level simulation available at http://www.napa-wine.eu
Critical resource is the overall upload bandwidth in the system We model the network as upload bandwidth limits at the
peer’s access link Download bandwidth assumed to be unlimited
We study three bandwidth distribution scenarios Each scenarion has a [0..1] heterogeneity parameter
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Bandwidth Distribution Scenarios We fix the average upload bandwidth at 1 (the source
rate)
The 3-class scenario ADSL like bandwidth distribution High-, mid- and low-bandwidth classes h: heterogeneity factor [0..1]
0
1
0.5 1 1.5 2
h=0
0
1
0.5 1 1.5 2
h=0.5
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Bandwidth Distribution Scenarios contd. Uniformly distributed scenario
Peer bandwidth taken from a uniform distribution [1-ΔB,1+ΔB] To avoid artifacts due to class-based distributions
Free-rider scenario With peers that only leach, do not contribute
0
1
0.5 1 1.5 2
ΔB=0
0
1
1
ΔB=0.3
0
1
0 0.5 1 1.5 2
r=0
0
1
0 0.5 1 1.5 2
r=0.33
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3-class scenario
90th percentile as a function of heterogeneity
neighbourhood size 20
playout delay 50 600 peers 2000 chunks.
Uniform scenario
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Excess resources What if excess upload bandwidth is available?
Performance improves and differences diminish BAELp uses bandwidth more efficiently
neighbourhood size 20; playout delay 50; Uniform with B = 0.8;N = 1000 peers, Mc = 2000 chunks.
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Free-riders What if some users don’t (or can’t) contribute?
Non BA algorithms (even ELBAp) fail at 15-20% of free-riders BAELp remains top performer
neighbourhood size 100; playout delay 50: F90 versus the fraction of the free riders. B = 1, N = 1000 peers, Mc = 2000 chunks.
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Summary and Future Work Summary
We have compared several scheduling algorithms from previous literature, showing their weaknesses
Designed the BAELp algorithm, which outperforms other algorithms in a large number of scenarios
Our future work Formal analysis of BAELp, and its weight
parameter Improve simulations with video trace driven chunk
generation and evaluation of the received video quality