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Using P2P Technologies for Video on Demand (VoD). Limor Gavish limorgav at tau.ac.il Yuval Meir wil at tau.ac.il Tel-Aviv University Based on: Cheng Huang, Jin Li, Keith W. Ross, "Can Internet Video-on-Demand Be Profitable," in Proc. of ACM SIGCOMM, August 2007
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Using P2P Technologies for Video on Demand (VoD) Limor Gavish limorgav at tau.ac.il Yuval Meir wil at tau.ac.il Tel-Aviv University Based on: Cheng Huang, Jin Li, Keith W. Ross, "Can Internet Video-on-Demand BeProfitable," in Proc. of ACM SIGCOMM, August 2007 N. ParvezC. Williamson, AnirbanMahanti, NiklasCarlsson Analysis ofBitTorrent-like Protocols for On-Demand Stored Media Streaming, Sigmetrics 2008
VoD - Introduction • VoD providers enable users to watch videos on-line without waiting for the entire file to download. • Examples: YouTube, MSN Video, Flicker, Yahoo Video.
Traditional VoD System design • All users download the contents directly from the server (or a content distribution network).
The Problem • Bandwidth is a significant expense for VoD providers. • For example, according to estimation, YouTube was paying about 1$Million/month for bandwidth alone as of 2007. • Demand is growing. • Providers want to increase video quality (and therefore BW).
Suggested Solution • Peer assisted VoD
Peer assisted VoD • There is still a server. • The peers that are viewing the video help in redistributing it. • Each MB uploaded from one peer to another means 1MB less the server has to upload.
Comparing Users Demand and Upload Resources • All information gathered from a large scale trace on MSN video service from April to December 2006. • According to measurements of download bandwidths, the following information was gathered: • Providers may give incentives to users for bandwidth contribution, especially at peek hours.
Peer Assistance May Help • Based on measurements, the day with the maximum traffic in April had bandwidth requirements from the server and total upload resources as described in the following figure: • Conclusion: peer-assisted VoD may perform well.
Three possible modes of the system • The figure in the previous slide exhibits significantly more upload resources than peer demand. This is called surplus mode. • There are 3 possible modes: • Surplus Mode– total upload resources of peers greater than total demand. • Deficit Mode– total upload resources of peers less than total demand. • Balanced Mode– total upload resources of peers approx. as total demand.
No-Prefetching policy (1) • Each user downloads at playback rate. • No pre-fetching for future needs. • Assume n users in the system. • The user that arrived first can only download from server. • User k can download from users 1,…,k-1, and from the server if it is not satisfied.
No-Prefetching policy (2) • Let ui be the upload bandwidth of the ith user. • (u1,…,un) is the state of the system. • s(u1,…,un) is the rate required from server. • According to previous slide we get: • Where r is the video playback rate.
No-Prefetching policy (3) • In surplus mode, we conclude that: • Server upload rate is close to the playback rate. (i.e negligible). • Additional users may be added without increasing server bandwidth. • Video quality may be increased without increasing server bandwidth, until reaching balanced mode.
No-Prefetching policy (4) • In deficit mode: • When supply S is substantially less than demand D server rate almost equals D-S. • Server resources increase dramatically in the move from balanced mode to deficit mode. • In all cases, no-prefetching policy reduces server bandwidth rate.
No-prefetching is not Optimal • Balanced mode is actually a dynamic equilibrium • The system fluctuates between deficit and surplus • No-prefetching is not optimal under these conditions – peer BW sits idle in the surplus phase, and server BW is consumed in the deficit phase.
Prefetching • Server never sends prefetched contents. • Server only used to fulfill current demand. • User may drain his reservoir before requesting new data.
Two Prefetching Schemes • Water-leveling • Try to equally distribute surplus capacity. • If there is a peer with less prefetched content, all peers channel their surplus bandwidth to him. • Greedy • Each user dedicates its surplus upload bandwidth to the next user. • Those policies are nearly optimal considering average server bandwidth (the greedy policy is slightly better).
Simulation of the Greedy Policy • Based on data from MSN video trace • We consider three cases • All users watch the entire video without interactivity • Users may depart early, no interactivity • Both early departures and interactivity
No Departures, No Interactivity (1) • The figure below compares performance of VoD with P2P for the most popular videos on April 2006:
No Departures, No Interactivity (2) • The table below presents the results in the context of the 95 percentile rule • We observe that the greedy policy is close to the lower bound of server resources • N.P. is no prefetching
95 Percentile Rule • The average server upload bandwidth is measured every 5 minutes within the month. • The ISP charges according to the 95 percentile of these values. • We will use this for measuring the bandwidth cost for the service provider.
No Departures, No Interactivity (3) • We observe that: • P2P reduces server rate dramatically • Server resources are barely needed, only in case of small no. of peers. • We can offer much higher quality without significantly more server resources • Peer assistance can be beneficial for both flash crowd (gold stream) and long lasting (silver stream)
Early departures (1) • Duration of session may vary. • Especially when viewing longer videos. • The table below compares server rates for different system modes, for the silver stream • Bitrate scaling refers to the video playback rate
Early departures (2) • We conclude that: • Even with early departures, peer assistance provides dramatic improvement • Prefetching provides improvement over no-prefetching, particularly in balanced mode.
User Interactivity (1) • Popular among long videos • According to trace, 40% of over 30 minutes videos contained interactivity • A user may have holes in his buffer • Two possible approaches for analysis: • Conservative: User bandwidth is zero after interactivity – lower bound • Optimistic: Assume there are no holes – upper bound
User Interactivity (2) • The below plot compares the approaches for the traffic on April 18th 2006 • We see that the loss of bandwidth due to interactivity is insignificant • Thus the results for early departures are also representative
Summary of simulation • The savings using the 95 percentile rule: • Server bandwidth may be reduced by 97% at current quality • Alternatively, triple quality and trim server bandwidth by 37.6%
P2P good for popular videos • 12,000 videos available on MSN on April 2006 • Rank by popularity and classify into 4 groups • Compare the 95 percentile of each group • Popular videos are a smaller fraction of bandwidth in P2P • Conclusion: P2P is especially beneficial for popular videos
ISP Friendly P2P (1) • We maximized server bandwidth savings using P2P • This approach is costly for ISPs • Observations have showed that most P2P traffic crosses entity boundaries
ISP Friendly P2P (2) • Extreme approach: constrain P2P traffic within entities • Increases server bandwidth, but still better than client-server VoD • Need to find balance between approaches
Summary • We have showed the potential of P2P for saving server bandwidth costs • With / Without pre-fetching • The implications of user interactivity • We have discussed the implications on ISPs
Introduction • As said earlier, P2P may be extremely beneficial for VoD • We would like to analyze the performance of P2P VoD in a server-less setting • We will try to modify the BitTorrent protocol to the constrains of VoD
Piece Selection Policies (1) • Like in BitTorrent, we assume that a file is obtained in pieces • In the usual BitTorrent protocol, peers use a Rarest-First policy to ensure high piece diversity • Downloaders prefer pieces that are rare among the peers in the swarm
Piece Selection Policies (2) • Is rarest-first policy efficient also for on demand streaming? • We will analyze the performance of the Rarest First policy, and compare it to strict in order piece selection policies. • Strict in order piece selection • Strict in order piece selection (FCFS)
Mathematical Model (1) • In order to measure the performance of different piece selection policies, we construct a mathematical model • The system has a poisson behavior • Peers enter the system at rate l • download the entire file • become seeds at rate l • and depart after a constant time 1/m
Mathematical Model (2) • Model Notations: • Target file divided into M pieces • File playback rate is r • Each peer has: • U upload connections • D download connections • x is the number of downloaders in the system • y is the number of seeds in the system • Downloaders enter the system at rate l • Download latency is T
Mathematical Model (3) • Model Notations (continued): • Startup delay is t • Seeds reside in the system for 1/m time • C is the throughput per connection • Model Assumptions: • D>U • Demand is greater than supply: xD>(x+y)U • All peers are equal • Steady state – always same number of downloaders and seeds • Peers are cooperative • Peers download the entire file
Rarest First Policy (1) • As explained, in rarest first peers prefer pieces that are rare among the swarm • Probability for a peer to obtain a successful connection
Rarest First Policy (2) • Calculations show that download latency in Rarest First model is • Independent of the peer arrival rate • Near optimal – high utilization of upload bandwidth
Rarest First Policy and sequential progress (1) • Sequential Progress = acquiring the initial pieces from the beginning of the • Sequential Progress is independent of download progress • Strict in order policies retrieve the pieces in order – ideal sequential progress
Rarest First Policy and sequential progress (2) • Rarest first is like random piece selection – provides poor sequential progress
Rarest First Policy and sequential progress (3) • The probability to download pieces 1 through j after having k pieces is • Thus the expected value of j is • Plotted in the figure from previous slide
Rarest First Policy and sequential progress (4) • We conclude that: • Bad sequential progress • E[j] 1 only after retrieving half of file • After retrieving M-1 pieces j is expected at most half of the file • Startup delay • If the playback rate is r, the startup delay is • Startup delay gets worse as M increases
Strict in Order Policy (1) • Peers request pieces in numerical order from connected peers • In each round peer issues D concurrent requests to “older” peers • A subset of these requests are satisfied in the round, unsatisfied requests are purged • Relationship are a-symmetric • An uploader that receives more than U requests chooses randomly
Strict in Order Policy (2) • For a peer that has been in the system for time t, the probability to obtain a successful upload connection is: • For ease of presentation we will rewrite this formula with a new variable a • Numerical experiments show that a is typically in the range [1.09,1.25]
Strict in Order Policy (3) • Further calculations show that the average download latency is: • Conclusion: The average download latency is almost double than rarest first
Strict in Order policy – startup delay • e is the fraction of data that is allowed to arrive late • Then the startup delay is • It reaches maximum when t=T so • We can do better
Strict in Order Policy (FCFS) (1) • Peers are queued until they are serviced • Fair progress, no starvation • Each peer is allowed D outstanding requests at any time • Probability for a peer to obtain a successful connection is independent of age • Exactly like rarest-first
Strict in Order Policy (FCFS) (2) • Calculations show that download latency is • Like the latency of rarest-first – near optimal
Strict in Order policy (FCFS) – startup delay (1) • Calculation bring us to the conclusion that startup delay is • It reaches maximum when t=T so • We conclude that: • In-Order (FCFS) achieves lowest startup delay