EuroSYS'08 - Fudan University

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Transcript EuroSYS'08 - Fudan University

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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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
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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
Web portal
Source Server
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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)
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1,500 Universities, 20 million hosts
Good bandwidth, 2 to 100Mbps to the desktop (core is complicated)
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1 Windows server 2003, shared by the tracker and the web portal
2 source servers (share 100Mbps uplink)
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2,000 videos
48 minutes on average
400 to 800Kbps, 600 Kbps on average
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100,000 users (23% behind NATs)
400 concurrent users at peak time (limited by our current infrastructure)
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40GB log (from Sep. 2006 to Oct. 2007)
― Hardware
― Content
― Users
― Log (two logs, one for SVC, the other for MVC)
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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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upload
100
90
80
70
download
60
50
40
30
20
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0
0
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20
30
40
50
60
70
users (normalized)
80
90
100
source server load (Mbps)
unused bandwidth capacity (%)
110
single video caching
multiple video caching without resource constraints
80
60
40
20
0
Wed.
Thur.
Fri.
Sat.
day of week
Sun.
Mon.
Tue.
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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
percentage of all played chunks (%)
40
43%
35
30
27.6
25
20
15.6
15
11.3
10
5.3
4
5
0
new content
peer departure
peer eviction connection issue
insuf. BW
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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
5000000
before replication
eager replication (efficiency = 0.21)
lazy-oracle (a=0.0) (efficiency = 0.78)
lazy-simple (a=0.0) (efficiency = 0.33)
number of chunks
4000000
3000000
2000000
1000000
0
replication
SS Load new content departure
eviction
connection bandwidth
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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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http://www.gridcast.cn
http://www.pktown.net
Thanks!
Any questions……
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