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Mobile Application Acceleration using Always On Overlay. Sarit Mukherjee (sarit@bell-labs.com) (with Girish Chandranmenon, Fang Hao, Scott Miller, Mark Smith) Bell Labs, Alcatel-Lucent. Mobile Content & Applications Market.
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Mobile Application Acceleration usingAlways On Overlay Sarit Mukherjee (sarit@bell-labs.com) (with Girish Chandranmenon, Fang Hao, Scott Miller, Mark Smith) Bell Labs, Alcatel-Lucent
Mobile Content & Applications Market • Service Providers desire to maximize revenue per bit on shared wireless data channels • Mobile Experience is different from PC/Wireline world • Limited devices: screen, processing, battery, input methods • Shared/Limited Bandwidth over wireless channels • Constantly improving however always lags by PC/Wireline by factor of 10 (or better) • Different User Expectation on types of services accessed through mobile • Compelling on-the-go applications with instant/low latency access (Always On experience) • Community-based interactive apps (gets benefits of viral marketing) • Simple, easy-to-use, user experience – access with few clicks • Direct porting of PC/wireline world applications does not guarantee success • Subscriber willingness to pay is affected by several factors: Network performance, user interface, application/content access time, quality/relevance of application/content Mobile Applications/Content Success Must Target the Mobile Market With Technology that Addresses the Uniqueness of Wireless Service Delivery
Application/Content Provider Issues • Complicated Software for user management, scalability, community enablement, standard protocols & message passing with support elements • Not easy to control introduction of new content to users – many players in the chain, manual intro Service Provider Network used as bit-pipe Presence Profile Group Mgmt Presence Presence Presence Profile Profile Profile End-User Issues • Non-uniform user experience for different services • Multiple Logins • Complicated menus and multi-level navigation • Long service setup and content delivery delays • No personalization – one portal for all Lobby Lobby Group Mgmt Mobile Application Delivery: Current Issues Independent Application-specific silos Service Provider Issues • High capex/opex to deploy and manage vertical application infrastructure silos that duplicate many functions • Difficult to introduce new services and advertise to subscribers • Frequent and unoptimized over-the-air message exchanges • Network used largely as dumb pipe • Managing & Scaling large numbers of diverse servers & 3rd Party Content/Application Providers Gaming Vendor#1 Gaming Vendor #2 Video Many Client Applications Individually Downloaded Mobile Users
3G Network User Application Servers AoG AoG AoG Content delivery and application execution within network & endpoints Addressing the Problems • Solution: Overlay network of “Always On Gateways” offering common middleware for many applications Bring part of application logic closer to user • Cache key information closer to user: • User Profile Data • Application Data • Proactively obtain state information • Common Application Building Blocks • Zero sign-on authentication • Reduces delay, improves scalability, saves air-link resources Combination of Techniques used in AoG • Network resident client agent that acts on behalf of user • Cached information for execution at network edge • Improved User Experience with dynamically generated shortcut and “one-click” UI screens • Self-management & load balancing w/ P2P networking • Hooks into underlying network for optimized application experience • Optimized community services provides a uniform platform for use by different services and users Overlay Network of Identical AoG nodes
Push-to-Game without Always-On Overlay Network • User • 1 Sets up a session with game server (for each game) • 2 Authenticates with game server (for each game) • 3 Enters a game lobby in game server (for each game) • 4 Joins a chat session (for each game) • 5 Uses game specific interaction for communication • Game Server • 1 Authenticates user • 2 Provides lobby and chat services • 3 Maintains user account and billing, presence information and buddy lists • 4 Executes game play interaction with user • 5 Saves post-game play info: ranking, stats, billing 3G Network User Game Servers
User Agent Community Services • User Initialization & Client • Sets up a single always-on session with AoG • Authenticates once with AoG • Common Gaming Launchpad • AoG (User Agent) • Downloads and caches user’s profile • Dynamically generates Gaming Shortcut screen • - Cached buddy presence info • - Past game play history • - Service Provider advertised games • AoG (Community Services) • Maintains presence information for buddy-based game play • Gaming “Lobby” for anonymous game play • Lobby uses local matching first then expands to other AoGs • Attribute-based pairing of players • Interfaces to game server for session start/stop Push-to-Game with Always-On Overlay Network: Removing Interactions & Complexity from Game Server/Vendor Adding Value into the Service Provider’s Network • User • 1 Sets up a session with game server (for each game) • 2 Authenticates with game server (for each game) • 3 Enters a game lobby in game server (for each game) • 4 Joins a chat session (for each game) • 5 Uses game specific interaction for communication • Game Server • 1 Authenticates user • 2 Provides lobby and chat services • 3 Maintains user account and billing, presence information and buddy lists • 4 Executes game play interaction with user • 5 Saves post-game play info: ranking, stats, billing 3G Network User Game Servers AoG AoG AoG AoG = Always-on Gateway
With vs. Without Application Acceleration:Gaming Test Result Test Results for Same Game & Same Game Server accessed through UMTS with and without Always-On Overlay * Measured in number of clicks to get players aligned and the game at the start point ** Measured time up to the game’s start point
Experimental Test-bed using Public 3G Network Same LAN Same cell Wireless Service Provider Network AoG Game Server Game Server Internet Internet Corporate LAN outside firewall
Game Server Game Server Experimental Test-bed using Private 3G Network Same cell AoG AoG Private 3G Wireless Network Internet AoG Corporate LAN inside firewall
Game Server Game Server Game Server Possible Experimental Test-bed using Slice on GENI AoG AoG AoG AoG AoG