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ShapeShifter: Scalable, Adaptive End-System Multicast. John Byers, Jeffrey Considine, Nicholas Eskelinen, Stanislav Rost, Dmitriy Zavin Listed alphabetically. Problem. Problem: efficient delivery of popular bulk content Existing Approaches: Single-source unicast
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ShapeShifter: Scalable, Adaptive End-System Multicast John Byers, Jeffrey Considine, Nicholas Eskelinen, Stanislav Rost, Dmitriy Zavin Listed alphabetically
Problem • Problem: efficient delivery of popular bulk content • Existing Approaches: • Single-source unicast • Forward caching/Content Delivery Networks • Reliable IP Multicast • End-system multicast • Our approach: • Improving end-system multicast through the use of forward error correction and better topologies
Network-supported (IP) Multicast • Optimal solution: duplicates and disseminates data only when necessary • Relies on network support: in the real world, IP Multicast lacks deployment • Scalability concerns: per-group accounting and topology managementdo not scale due to limited router resources • Reliability: many proposals, few solutions
End-System Multicast • Does not rely on network support: builds and manages a virtual, overlay topology of unicast links on top of the network’s physical topology • Flexibility: optimization of the tree according to a richer set of metrics (perhaps specified by the application), ability to change topology on-demand • Improved scalability: end-systems are richer than routers in terms of dedicated resources • Problems: increased network resource requirements compared to IP Multicast, non-optimal mapping of the virtual topology onto physical topology
Related Work • Narada/End-System Multicast: Build and maintain a mesh of low-latency unicast links and use its minimal spanning tree for distribution. Also showed costs relative to IP Multicast are not excessive. • Overcast: A core group of well-placed nodes uses end-system multicast to distribute bulk content internally, in order to eventually provide it to clients. A node chooses a parent based on bandwidth through the candidate nodes using the number of network hops as a tie breaker.
Improvements in ShapeShifter • Erasure codes: improved overlay management, more connected graph structure, increased adaptivity • Scalable group management: a node need only be aware of a small portion of the graph but achieves coverage through continuous discovery • Measurements: metrics crucial to optimization of the overlay graph, such as shared-link congestion (refer to Khaled’s presentation)
Forward Error Correcting Codes • FEC codes: a well-known solution to dealing with packet loss without using feedback – instead of retransmitting packets, redundant packets are sent combining the original packets to recover from losses. e.g. x, y, x+y, a, b, a+b+x • Efficient codes: instead of the traditional slow Reed-Solomon codes, we use a variant of Tornado codes. This allows fast decoding while only requiring a small number of extra packets. • Strategy: the original server sends out FEC packets along the end-system multicast graph (à la Digital Fountain).
Recoding • Problem • Correlation: client nodes may have a high degree of correlation in information received due to common sources • Duplication: given correlation, duplicate packets received from client nodes can be ineffectual • Solution • Recoding: nodes blend received packets to generate new, high utility symbols for other nodes • Beyond trees: recoding allows non-tree topologies since duplication is avoided
Uncorrelated Loss Compensation • A neighbor node with greater throughput may supplement the flow of content to another node, circumventing the problematic physical link. Loss Rate5% Loss Rate30%
Download from Multiple Nodes in Parallel Well-connected newcomer scenario 1 MB/s 1 MB/s 1 MB/s 1 MB/s Non-uniform dissemination of content
Resilience To Partitioning Collaborative Reconstruction Partition avoidance through discovery and awareness of multiple candidates
Future Work • Implementation underway • More analysis of • Codes and correlation • Graph management • Security issues • Testing • WAN, simulated and real • Mobile environments • Extensions to streaming media