Understanding the Power of Pull-based P2P Streaming Protocol: We Can Do Even Better Qian Zhang

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1 Understanding the Power of Pull-based P2P Streaming Protocol: We Can Do Even Better Qian Zhang Hong Kong University of Science and Technology Aug. 2007

2 Internet Video Streaming Enable video distribution from anywhere, to any number of people anywhere in the world Unlimited number of channels Everyone can be a content producer/provider 2

3 Evolution of Internet Streaming Technology Native Unicast Approach IP Multicast Content Distribution Networks P2P Internet Video Streaming/Broadcast 3

4 P2P Traffic Really Matters At end 2006, P2P represented ~65% of Internet traffic 1999: Napster, first widely used p2p-application 4

5 P2P is More Than File Download P2P Protocols: 1999: Napster, End System Multicast (ESM) 2000: Gnutella, edonkey 2001: Kazaa 2002: emule, BitTorrent 2003: Skype 2004: Coolstreaming, PPLive Today: GridMedia, TVKoo, TVAnts, PPStream, SopCast Next: Video-on-Demand, Gaming Our focus is on live streaming! Application Types: File Download Streaming Telephony Video-on-Demand Gaming 5

6 Popular Deployed Systems Live P2P streaming has become increasingly popular approach Many real deployed systems. Just name a few Coolstreaming: Cooperative Overlay Streaming First release: May 2004 Till Oct 2006 Download: > 1,000,000 Average online users: 20,000 Peak-time online user: 80,000 Google entries (CoolStreaming): 370,000 CoolStreaming is the base technology for Roxbeam Corp., which launched live IPTV programs jointly with Yahoo Japan in October

7 Popular Deployed Systems (Cont.) PPlive: P2P-based IPTV system 3.5 M subscribers in M subscribers in 2009 predicted May 2006 over 200 distinct online channels New direction: need to understand current system better CMU, Measurement of Commercial Peer-To-Peer Live Video Streaming, PPlive and SOPCast PolyTech, A Measurement Study of a Large-Scale P2P IPTV System, PPlive UIUC, Measurement of a Large-scale Overlay for Multimedia Streaming, PPLive HKUST, An Empirical Study of the Coolstreaming System, Coolstreaming More to come 7

8 Pull-based Streaming Almost all real-deployed P2P streaming systems are based on pull-based protocol (data-driven/swarming) Basic idea Live media content is divided into segments and every node periodically notifies its neighbors of what packets it has Each node explicitly requests the segments of interest from its neighbors according to their notification Very similar to that of BitTorrent The well-acknowledged advantages Robustness and simplicity 8

9 Pull-based Streaming Current focus Design schemes to enhance the throughput A graceful characteristic of pull-based protocol has not been paid enough attention The simplest pull-based protocol is nearly optimal In terms of bandwidth utilization and system throughput With appropriate protocol design and parameter settings Without any intelligent scheduling and bandwidth measurement 9

10 What to Deliver Through this Talk How good is the pull-based streaming protocol? Can we do even better? Any deployed real system to support the claim? 10

11 Simulation and Experiment Methodology In simulation, relying on 2 4-CPU 8G-memory machines, we are able to simulate 10,000-node sessions 300kbps streaming rate In real-world PlanetLab experiment, we totally use 409 nodes all over the world 300kbps streaming rate 11

12 Metrics We Care Capacity supply ratio: i.e., Deliverable rate: The available streaming rate received by the node (not involving redundant streaming packets and control packets) Delivery ratio: the total upload capacity among all peers the raw streaming rate (300kbps) the number of receivers bandwidth supply the minimum bandwidth demand deliverable rate packetized streaming rate (309kbps) 12

13 The Near Optimality of Pull-based Protocol Bit rate (kbps) Average deliverable rate Average download/upload rate Average upload capacity (a) Capacity supply ratio Avg delivery ratio Average delivery ratio 100 Online nodes (b) Duration (sec) Online nodes (a) Deliverable rate by simulation with 10,000 nodes (b) PlanetLab experiment with 409 nodes driven by GridMedia trace 13

14 The Near Optimality of Pull-based Protocol Bit rate (kbps) Average deliverable rate Average download/upload rate Average upload capacity (a) Capacity supply ratio Avg delivery ratio 0.99 Note that when the capacity supply ratio is only 15% more 0.98 than the minimum bandwidth demand, the deliverable rate 0.97 can achieve the best streaming rate (309kbps) 0.96 Average delivery ratio 100 Online nodes (b) Duration (sec) Online nodes (a) Deliverable rate by simulation with 10,000 nodes (b) PlanetLab experiment with 409 nodes driven by GridMedia trace 14

15 Analysis Use the simplest packet scheduling No bandwidth measurement and no intelligent packet scheduling The packets being requested in one interval will be evenly allocated to every sender Evaluate under different scenarios n-hop scenario n-to-1 scenario n-to-m scenario 15

16 Analysis (Cont.) Delivery ratio Delivery ratio under different 0.1 source-to-end delay (1 to 10 hop) Source-to-end time (sec) The upload capacity utilization and system throughput will be very close to the optimal (with proper setting) Request window is larger than 20 sec and Request interval is between 400ms and 1 sec 16

17 Overhead and Delay 30 packets/sec (packet size: 1250 bytes) Dramatic number of control packets (even more than the streaming packets) Playback delays in which 90% users have 99% delivery ratio is at least around 20 sec 17

18 What to Deliver Through this Talk How good is the pull-based streaming protocol? Can we do even better? Any deployed real system to support the claim? 18

19 Hybrid Pull-Push Protocol Pull-based protocol has the tradeoff between control overhead and delay To minimize the delay Node notifies its neighbors of packet arrival immediately Neighbors also request the packet immediately remarkable control overhead To diminish the overhead Node can wait until dozens of packets arrived before inform its neighbors Neighbors can also request a bunch of packets each time considerable delay 19

20 Push-Pull Streaming Mechanism How to reduce the delay of pull mechanism while keeping the advantages of pull mechanism? Use pull mechanism as startup Then packets will be pushed directly from the neighbors if possible In each interval, every node subscribes the pushing packets from the neighbors Packets loss during push time interval will be recovered by pull mechanism 20

21 Performance Bit rate (kbps) Average deliverable rate Average download/upload rate Average upload capacity (a) Capacity supply ratio Control packet rate (packets/sec) Control packet rate of pull-push Control packet plus redundant packet rate of pull-push Control packet rate of pull (b) Capacity supply ratio (a) Deliverable rate of hybrid Pull-Push protocol (b) Control packet rate comparison 21

22 Performance Bit rate (kbps) Average deliverable rate Average download/upload rate Average upload capacity Note 300 that when the capacity supply ratio is only 10% more 250 than the minimum bandwidth demand, the deliverable rate can 200 achieve the best 1.02 streaming rate (309kbps) (a) Capacity supply ratio Control packet rate (packets/sec) Control packet rate of pull-push Control packet plus redundant packet rate of pull-push Control packet rate of pull The overhead of hybrid pull-push protocol has much smaller 20 than the pull-based protocol (b) Capacity supply ratio (a) Deliverable rate of hybrid Pull-Push protocol (b) Control packet rate comparison 22

23 Performance Significant delay reduction! Hybrid pull-push protocol on PlanetLab experiment 23

24 Insights Obtained Delivery ratio of proposed pull-push hybrid protocol can achieve 1, as long as the capacity supply is higher by only 10% than the minimum bandwidth demand So there is little room left for other advanced techniques (e.g., network coding) to promote throughput further if server has reasonable capacity 24

25 What to Deliver Through this Talk How good is the pull-based streaming protocol? Can we do even better? Any deployed real system to support the claim? 25

26 GridMedia Gridmedia is designed to support large-scale live video streaming over world-wide Internet The first generation: Gridmedia I Mesh-based multi-sender structure Combined with IP multicast First release: May 2004 The second generation: Gridmedia II Unstructured overlay Push-pull streaming mechanism First release: Jan GridMedia TM 26

27 Real Deployment Gala Evening for Spring Festival 2005 and 2006 Streaming server: double-core Xeon server Video encoding rate = 300 kbps Maximum connections from server 2005: : 800 Partners number = about 10 Buffer Deadline = 20s For the largest TV station in China (CCTV) 27

28 Performance Analysis Gala Evening for Spring Festival 2005 More than 500,000 person times in total, maximum concurrent users 15,239 Users from 66 countries, 78.0% from China Enabled 76 times (15,239/200 76) in terms of capacity amplification to bounded server outgoing bandwidth Number of concurrent online users China 78% Others 22% Canada 20% Others 28% GM 6% USA 18% Japan 13% UK 15% :00 22:00 23:00 0:00 Time 28

29 Performance Analysis (Cont.) Gala Evening for Spring Festival 2006 More than 1,800,000 person times in total, maximum concurrent users 224,453 Users from 69 countries, 79.2% from China Enabled 280 times (224,453/ ) in terms of capacity amplification to bounded server outgoing bandwidth Number of concurrent online users 2.4 x :00 21:00 22:00 23:00 0:00 1:00 Time USA Canada Japan Australia UK IANA New Zealand APNIC Singapore 29

30 Deployment Experience Connection Heterogeneity Online Duration Request Characteristics Average Streaming Rate Incoming Rate Outgoing Rate 0 20:30 21:00 21:30 22:00 22:30 23:00 Time In 2005, about 60.8% users were behind different types of NATs while at least 16.0% users (in China) accessed Internet via DSL connections In 2006, about 59.2% users were behind different types of NATs while at least 14.2% users (in China) accessed Internet via DSL connections An effective NAT traversal scheme should be carefully considered in the system design of P2P-based live streaming applications 30

31 Deployment Experience Connection Heterogeneity Online Duration Request Characteristics CDF of Online Time Online Time(sec) Remaining online Time Online Time (sec) In 2005, nearly 50% users spent less 3 minutes and about 18% users kept active for more than 30 minutes In 2006, roughly 30% users in 2006 left the system in 3 minutes and more than 35% user would like to enjoy the show for more than 30 minutes Peers with longer online duration are expected to have larger average remaining online time 31

32 Deployment Experience Connection Heterogeneity Online Duration Request Characteristics CDF of Online Time Taking online duration information into consideration when designing overlay structure or selecting upstream peers Online Time(sec) Online Time (sec) In 2005, nearly 50% users spent less 3 minutes and about 18% users kept active for more than 30 minutes In 2006, roughly 30% users in 2006 left the system in 3 minutes and more than 35% user would like to enjoy the show for more than 30 minutes Peers with longer online duration are expected to have larger average remaining online time Remaining online Time can improve system performance 32

33 Deployment Experience Connection Heterogeneity Online Duration Request Characteristics Request Rate in :10 23:20 23:30 23:40 23:50 0 0:00 Time Request rate per 30 seconds from 23:00pm to 0:00am in 2005 and 2006 x Request Rate in 2006 The average request rate always kept at a record of hundreds in 2005 while thousands in 2006 Occasionally the request rate rushed to a peak beyond 3,700 in 2005 while 32,000 in

34 Deployment Experience Connection Heterogeneity Online Duration Request Characteristics Request Rate in :10 23:20 23:30 23:40 23:50 0 0:00 Time Request rate per 30 seconds from 23:00pm to 0:00am in 2005 and 2006 x Request Rate in 2006 The average request rate always kept at a record of hundreds in 2005 while thousands in 2006 Occasionally the request rate rushed to a peak beyond 3,700 in 2005 while 32,000 in 2006 The high request rate and sporadic flush-crowd essentially pose great challenge on the reliability and stability of RP server and system 34

35 Conclusions and Future Directions Simplest pull-based P2P streaming is nearly optimal in throughput and upload capacity utilization Conducted detailed simulation, experiment, and mathematical analysis to estimate the lower bound of the delivery ratio Propose a novel push-pull hybrid protocol Nearly optimal throughput and bandwidth utilization Far lower playback delay and much smaller overhead GridMedia system has been adopted by the largest TV station in China (CCTV) for TV online broadcasting Support over 220,000 users concurrent online to watch high-quality Internet TV by only one server 35

36 Conclusions and Future Directions Throughput improvement should not be the only key focus Interesting future directions Minimize ISP core network and cross-isp traffic Evaluate the impact of pull/pull-push protocols on link stress Use proxy cache and locality-aware technique to relieve the link stress Server bandwidth reduction How to let home users broadcast video with high quality? Real Internet environment Connections across the peer link bridge between ISPs have low rate NAT/firewall prevent end-host from connecting with each other 36

37 Acknowledgement Meng ZHANG, Yun TANG, Ji-Guang LUO, Shiqiang YANG from Tsinghua University Q&A? Thanks! Contact Info: 37

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