scalable and continuous media streaming on peer-to-peer networks m. sasabe, n. wakamiya, m. murata,...
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Scalable and Continuous Media Streaming on Peer-to-Peer Networks
M. Sasabe, N. Wakamiya, M. Murata, H. MiyaharaOsaka University, Japan
Presented By Tsz Kin Ho13/10/2003
Agenda Background System architecture
Movie segmentation Block-search algorithm Block-retrieval algorithm
Simulation results Conclusion and discussion
Background Client-server streaming
Lacks scalability and stability Proxy mechanism cannot
adapt to• Variations of user locations• Diverse user demands
Peer-to-peer streaming Inherent scalability New network paradigm
to solve these problems
Background Application-level multicast tree
Most of the p2p streaming research works focusing
Effective for live streaming, not for on-demand media streaming
Single point of failure at root Focus on providing scalable and effective
on-demand media streaming on pure P2P networks
Architecture
Q u e ry
F o rw a rd
R e s p o ns e
R e s p o ns e
T ra ns m it
1 5 6 8 21
B lo c ks in c ac he d buf fe r (L R U )
Main Goals Bandwidth & storage efficiency
Segmentation of stream into “block” Scalability
Scalable block-search algorithm Reduce amount of query message
Continuity Block-retrieval algorithm Determine set of peers as provider Achieve continuous media playback
Segmentation of movie
Movies are segmented into small process unit “block”
A block can be encoded and decoded by itself, e.g. the GoP in MPEG2
Each peer maintains a part or the whole of some movies that it has watched or is watching
Segmentation of media stream
Smaller block More search message Difficult to maintain cache buffer
Longer block Fewer search message Drastic changes in network condition
while retrieving a block Block size affects system scalability Block size of 10 sec in experiment
Block-search algorithm Per-group search
Periodically sends out a query message for N consecutive blocks (Round-based)
Block-search algorithm Consumer peer
Waits for a response for first block Aborts watching if no response arrives after 4
seconds (based on the 8-second rule) Retrieve first block immediately Estimates the available bandwidth and delay
from the provider peer Schedule other blocks using the delay and
playback deadline
Block-search algorithm Full flooding
Flooding with fixed TTL Limited Flooding
Flooding with decreased TTL based on the search result on previous round
Selective search Temporal order of reference in media stream Expect replied provider peers will contain some
blocks in next round Directly send queries to known peers to
confirm the existence of desired blocks
Block-search algorithm Conjectured contents of cache buffers of
peers : R FL method
If R contains all next round blocks => Limited flooding
otherwise => Full flooding FLS method
If R contains all next round blocks => Selective search
If R contains some next round blocks => Limited flooding
Otherwise => Full Flooding
Block-retrieval algorithm More than one peer may contain
the required blocks When receiving a response
message, consumer determine optimum set of provider by Choosing set of providers that can
send out block in time Choosing under
• Select Fastest (SF) method• Select Reliable (SR) method
Block-retrieval algorithm Select Fastest (SF) method
select a peer whose estimated retrieval time is the smallest among peers
Select Reliable (SR) method select a peer with the lowest possibility of block
disappearance in cached buffer among peers
1 2 3 4 1010 1 2 3 4
L e as t R e c e nt ly U s e dM o s t R e c e nt ly U s e d
Simulation Result Movie bit rate = CBR 500 kbps Random network with 100 peers
Generated by Waxman algorithm RTT between two contiguous peers
ranges from 10ms to 660ms Available bandwidth randomly
generated and fixed between 500 and 600 kbps
Simulation Result
40 movie of 60 minutes, which are Zipf distributed with = 1.0
Average peer idle time is exponentially distributed with mean = 20 minutes
Cache buffer LRU replacement size 675 MB (about size of 3 movie)
6 blocks in a round Block size of 10 sec
Simulation Result Metric
Scalability• Average number of queries that a peer
receives during the simulation Continuity
• Completeness = (number of block in time / number of block of movie)
Simulation Result Continuity
Completeness with 95% CI About 70% of total request are complete
Popularity
Conclusion Proposed scalable block-search and block-
retrieval method in p2p media streaming FLS method can provide users with
continuous media playback Future works
Determination of block size Effective cache replacement algorithm Dynamic network
Discussion Quite related to SLVoD project Simulation model not realistic
Network model Total Storage requirement is 300 movie space
(with only 40 movies) FLS is very effective for LRU cache
replacement Only 70% completeness Bandwidth is not dedicated after the
search, more than one client may schedule the transmission at the same time