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D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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3 Measurement/Analysis of Networks Selfish TCP behavior Bottleneck discovery Scaling properties of the Internet Multihoming People:  Aditya Akella, Jeff Pang, Bruce Maggs and Srinivasan Seshan  Anees Shaikh (IBM)

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Page 1: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

Distributed Systems,Network Protocols &Applications

Srinivasan SeshanComputer Science DepartmentCarnegie Mellon University

Page 2: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Three Major Projects

Measurement analysis of networks Sensor networks Distributed virtual reality

Page 3: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Measurement/Analysis of Networks

Selfish TCP behavior Bottleneck discovery Scaling properties of the Internet Multihoming

People: Aditya Akella, Jeff Pang, Bruce Maggs and

Srinivasan Seshan Anees Shaikh (IBM)

Page 4: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Measuring the Internet from Everywhere

What could you learn if you could… Have a machine in almost every ISP Collect routing information (E-BGP/I-BGP) from

these ISPs Be part of a significant fraction of all Web

transfers Be queried by almost every DNS server in the

world We have access to such a testbed Akamai

Page 5: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Bottleneck Discovery Where are bottlenecks in the

Internet? Ignoring access links

What is the capacity of these bottlenecks?

Initial results There is a lot of available

bandwidth in the Internet today > 45Mbps on 50% of paths!

Quantified relative benefit of using larger Tier-1 ISPs over smaller ISPs

Internal ISP links are bottlenecks more often than expected

Peering between ISPs not as significant a bottleneck as expected

Stub

More ISPs

ISP1

Stub

ISP2

Stub

Stub

Bottlenecks?

Page 6: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Scaling Properties of the Internet How will these bottlenecks

change over time? Analyzing the combination of

Internet topology and routing Identifying changes that are

needed to make the Internet scale with hardware improvements from Moore’s law

Initial results Congestion scales poorly in

Internet-like graphs Policy-routing does not

worsen the congestion Alleviation possible via

simple, straight-forward mechanisms

Congested hot-spots

Uniformly scale all capacities?

Scale some links faster?

Moore’s-law like scaling sufficient?

Page 7: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Multihoming How can stub networks like

CMU route traffic around bottlenecks?

Using multiple ISPs can… Improve performance and

reliability of Internet connectivity

Make Internet routing robust to failures and attacks

But need… Techniques for stub domains

to choose providers Monitoring tools to track

changes in Internet performance

Dynamic control over chosen routes

ISP 2ISP 1

Internet

CMU

Destination

The effective use of multiple ISPs (multihoming) by stub networks

Page 8: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Multihoming In a given metro area…

What maximum performance benefits can multihoming offer? How can multihomed networks realize these benefits in practice?

Initial results Multihoming helps, but not much beyond 4 providers Careful choice necessary

Cannot just pick top individual performers Performance can be 50% worse for a poor choice of providers

Future work Reasons for observed performance benefit can we relate

route/ISP selection to bottleneck observations? Impact of ISP cost structure what is the best choices for a given

cost? How will Internet operation be affected by such “smart” routing?

Page 9: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Sensor Networks

IrisNet

People: Suman Nath, Yan Ke, and Srinivasan Seshan Phil Gibbons, Babu Pillai, Rahul Sukthankar (Intel

Research)

Page 10: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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What if Sensors Were Everywhere?

Persistent queries/triggered actions

Characterization of human activity

Is the cafeteria busy?Where’s Fred?Person Locator System

Show an image when you hear a

honk

Network monitoringPacket sniffers as

sensors

Page 11: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Sensor Services

Need: infrastructure to simplify creation of sensor-enriched services

Remove deployment overhead Provide a common shared infrastructure of sensors

Automate common tasks Sensor reading collection and storage Efficient query processing over readings Address privacy concerns of users

Page 12: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Sensor Networksmote hardware

TinyOS, TinyDB, etc.

campus-scale

minimal sensor processing

energy is a key concern

scalar sensors

narrowly focused services

ad hoc wireless connectivity

IrisNetPCs/PDAs

Linux, Java, XML, C++

Internet-scale

intensive sensor processing

powered nodes

multimedia sensors

wide variety of services

direct Internet connectivity

IrisNet: Internet-scale Resource-Intensive Sensor Network Services

Page 13: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Example: Parking Space Finder

A distributed database maintains Spot availability data Address of parking spot Meter description Historical availability data

Query: Where is the cheapest empty parking spot near school? Returns driving directions to the best spot

Page 14: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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IrisNet Architecture

University Downtown Hill District

InternetInternet

Parking Space Finder Organizing Agents

Sensing Agents

Person Finder Organizing Agents

Amy-John Kim-Steve Tom-Zoe

Sensing Agents

Page 15: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Design Decisions

Sensor feeds processed in application specific way near source Reduces demand on network Requires relatively intensive processing on sensor device

Distributed, hierarchical XML database stores readings Accommodates frequent updates to different readings XML supports hierarchical and heterogeneous/evolving

description of data Hierarchical organization enables scalability and rich query

styles Challenges in database processing, image processing

& distributed systems

Page 16: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Distributed Virtual Reality

Distributed multiplayer games

People: Ashwin Bharambe, Jeff Pang and

Srinivasan Seshan

Page 17: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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What do Multiplayer Games Look Like? Large shared world

Composed of map information, textures, etc Populated by active entities: user avatars, computer AI’s, etc

Only parts of world relevant to particular user/player

Player 1Player 2

Game World

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Individual Player’s View

Interactive environment (e.g. door, rooms)

Live ammo

Monsters

Players

Game state

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Current Game Architectures Distributed broadcast-based

(e.g., DOOM ) Every update sent to all

participants Advantages/disadvantages

+ No central server- Waste of bandwidth- Synchronized game state

– difficult for players to join at arbitrary times

Do not scale well

Centralized client-server (e.g., Quake)Every update sent to server who

maintains “true” state Advantages/disadvantages

+ Reduces overall bandwidth requirements

+ State management, cheat proofing much easier

- Bottleneck for computation and bandwidth current games limited to about 6000 players

- Single point of failure- Response time limited by client-

server latency

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Large-Scale Distributed Games Need to distribute responsibility for maintaining world state

and running computer AIs Avoid any single point of failure Efficient use of available bandwidth

Every player only receives “relevant” updates subscribes to updates

Player

x ≥ 50x ≤ 150y ≥ 150y ≤ 250

Interests

x 100y 200

Events

(100,200)

(150,150)

(50,250)

Arena

Virtual World

Solution: model game with Publish-Subscribe

Page 21: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Publish-Subscribe Overview

Key feature subscription language Rich database-like subscription languages (e.g. all publications with

stock price > 100) Subject/channel-based subscriptions (e.g. all publications on the IBM

stock channel)

State-of-the-art Centralized designs with rich subscriptions Scalable distributed designs with channel-based subscriptions Unscalable designs with rich subscriptions

SubscriptionPublications

Publishers produce publications

Subscribers register their interests via subscriptions

Page 22: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Publish-Subscribe Critical Components

Subscription language Subjects vs. attribute/values Exact matches vs. regular expressions?

Routing mechanism Where are subscriptions stored in the system? How are publications routed so that they “meet”

subscriptions? How are publications delivered from this

rendezvous point to subscribers?

Page 23: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Related Systems

Scribe, Herald Scalable, but – Restricted subscription language

Siena, Gryphon Flexible subscription language, but – Poor scalability due to message flooding

Delicate balance between expressiveness of language and scalability of routing

Page 24: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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MERCURY: Subscription Language

SQL-like but more limited tradeoff to achieve scalability Example: int x ≤ 200 Enough to support range predicates SQL-

like Need sortable attribute-values Sufficient for modeling games

Game arenas Player statistics, etc.

How to support this subscription language scalably? Use techniques derived from distributed hash tables (DHT) Existing DHT-based designs only support exact-match lookup

Need range-based lookups Eliminate the use of cryptographic hashes must explicitly handle

load-balancing

Page 25: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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MERCURY: Routing Protocol

Each node responsible for range of attribute values

For each attribute, nodes arranged into circle

Each node compares value in message to his range; and routes along the circle

Hx

[240, 320)

[80, 160)

[160, 240)[0, 80)

Attribute Hub

Page 26: D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

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Routing Illustrated

Send subscription to any one attribute hub Send publications to all attribute hubs

[0, 80)

[210, 320)

50 ≤ x ≤ 150150 ≤ y ≤ 250

x 100y 200

Hx

[240, 320)

[80, 160)

[160, 240)Hy

[0, 105)

[105, 210)

Subscription

Publication

Rendezvous point

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Why Not Use DHTs (and Cryptographic Hashing) ?

Hashing is good for exact matches e.g., DHTs

Want to support range queries Possible approach

Hash each value in the range Problems

Can only be used for discrete-valued attributes

Too many subscriptions

int x 1 int x 10

int x = 1

int x = 9

int x = 10

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Future Work

Performance Cached pointers reduce number of overlay hops Network aware placement of nodes delay competitive

with centralized systems Robustness need to survive node failures Workload need system to self-tune to workload Cheating detecting various forms of cheating

Routing, subscriptions, state ownership

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Future Work

Distributed VR has similar challenges as many other distributed applications

Other applications we plan to explore: Collaborative applications (whiteboard, shared

applications, chat servers, etc) Distributed databases Distributed simulation (ns-2) …