Having Fun with P2P at HUST (gridcast+pktown)

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1 Having Fun with P2P at HUST (gridcast+pktown) Bin Cheng, Xiaofei Liao HUST & MSRA Huazhong University of Science & Technology Microsoft Research Asia AisaSys, Shanghai, Nov. 12, 2008

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Having Fun with P2P at HUST (gridcast+pktown). Bin Cheng, Xiaofei Liao. HUST & MSRA Huazhong University of Science & Technology Microsoft Research Asia AisaSys, Shanghai, Nov. 12, 2008. GridCast: Video-on-Demand with Peer Sharing. Motivation Desirable but costly Key issues - PowerPoint PPT Presentation

Transcript of Having Fun with P2P at HUST (gridcast+pktown)

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Having Fun with P2P at HUST(gridcast+pktown)

Bin Cheng, Xiaofei Liao

HUST & MSRAHuazhong University of Science & Technology Microsoft Research AsiaAisaSys, Shanghai, Nov. 12, 2008

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GridCast: Video-on-Demand with Peer Sharing

Motivation―Desirable but costly

Key issues―Peer organization, scheduling, data distribution

Previous studies―Measurement, optimization, caching, replication

Ongoing work―Examine scheduling policy based on simulation

Future work―Analysis, model

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Motivation of P2P VoD

VoD is more and more popular, but costly―Hulu, YouTube, Youku

P2P has helped lots of applications―File sharing―Live streaming

How does P2P help VoD?―Real-time playback―Random seek―The long tail of content―With acceptable UX, how to minimize server load?

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GridCast: Hybrid Architecture

― Tracker: indexes all joined peers― Source Server: stores a complete copy of every video― Peer: fetches chunks from source servers or other peers― Web Portal: provides the video catalog

tracker

Source ServerWeb portal

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What does GridCast look like?

http://www.gridcast.cn

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Deployment of GridCast

GridCast has been deployed on CERNET since May of 2006―Network (CERNET)

• 1,500 Universities, 20 million hosts• Good bandwidth, 2 to 100Mbps to the desktop (core is complicated)

―Hardware• 1 Windows server 2003, shared by the tracker and the web portal• 2 source servers (share 100Mbps uplink)

―Content• 2,000 videos• 48 minutes on average• 400 to 800Kbps, 600 Kbps on average

―Users• 100,000 users (23% behind NATs) • 400 concurrent users at peak time (limited by our current infrastructure)

―Log (two logs, one for SVC, the other for MVC)• 40GB log (from Sep. 2006 to Oct. 2007)

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Key research issues in GridCast

How to organize online peers for better sharing?

How to schedule requests for smooth playback?

How to optimize chunk distribution over peers?

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Previous work: ring-assisted overlay

Assumptions―Huge number of peers watching the same video―Each peer only caches the recently-watched 5-minute

data RINDY: ring-assisted overlay network for

P2P VoD―Each peer keeps a set of neighbor―Near neighbor for sharing, far neighbor for routing―Gossip + exchange neighbor list

Advantages―Fast relocation of new neighborhood―Load balance―Efficient content sharing

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Previous work: measurement study

User behavior―Random seek is not uncommon (4 seeks per view

session on average)―Forward is dominated (forward/backward = 7/3)―short seek is dominated (80% < 5 minutes)―The long tail

Performance―Simple prefetching helps to reduce seek latency―Even moderate concurrency improves system utilization

and UX―The correlation of UX to source server stress and

concurrency

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Previous work: from SVC to MVC

Single Video Caching (SVC)― Only cache the current video for sharing

Multiple Video Caching (MVC)― Cache recently watched videos with at most 1GB disk space― Join in multiple swarming

From SVC to MVC― 90% users have over 90% unused upload and 60% unused

download― Upper bound achieved from simulation

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Previous work: examining caching policies

Major results―Improve both UX and scalability!―Higher concurrency, better sharing―Larger scale, higher sharing utilization

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Previous work: examining caching policies

Limitation―Larger cache is not always better

• Hot-spots, load imbalance is more serious

―Departure miss is a major issue• 43% chunk misses are caused by peer departure

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Previous work: proactive replication

Basic idea―Push chunks to other peers before leaving

Fundamental tradeoff―Cost: use more bandwidth and disk space―Benefit: cover more future requests, reduce

misses

Three questions―Which, where, when?

Two predictors as its building blocks―Peer departure predictor―Chunk request predictor

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Previous work: proactive replication

Major results―50% decrease of chunk misses, 15% decrease of server

load―Lazy simple is close to lazy oracle ―Aggressive replication leads to bad performance due to

higher cost

replication SS Load new content departure eviction connection bandwidth0

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before replication eager replication (efficiency = 0.21) lazy-oracle (a=0.0) (efficiency = 0.78) lazy-simple (a=0.0) (efficiency = 0.33)

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Ongoing work: understanding scheduling

Scheduling―Which chunk to which neighbor―When

• Periodically• When the last requested chunk comes back

Adaptive scheduling algorithm―Be more suitable for random seek―Metric: continuity, chunk cost, # of

redundant transmission―Preliminary results generated now―More analysis required

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Ongoing work: reducing hot-spots

Why does a peer become over-utilized?―Too many requests―Essentially, larger cache but limited

bandwidth

Solutions―Announce fake BM to other peers when

overloaded―Transfer hot content to other peers with

more upload capacity

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Future work

Use a log-mining approach to helping scheduling

Optimize content distribution with social network

Develop some models to understand caching

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PKTown: Gaming Platform with Peer-assistance

Basic idea―Objective, features

Research issues―Routing, relay and so on

Current status

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Basic idea of PKTown

Launch a platform for gaming

Construct a large scale virtual LAN by using p2p

Using application-layer multicast to deliver broadcast message

Self-organized

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Major research issues

How to organize all of peers with small latency together?

How to find out a better relay node to optimize the communication latency between two peers?

How to determine the best path to efficiently deliver one message to all of others, possibly with a latency bound?

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Current status

Deployed over CERNET about1000 concurrency users at

peak time

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Summary

Discuss major issues in P2P VoD and P2P gaming ( bandwidth-intensive & latency intensive)

Present some observations from a live P2P VoD system

Launch some open questions for further studies―Load balance―Best relay

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Thanks!Any questions……

http://www.gridcast.cn

http://www.pktown.net