27 research outputs found

    A Credit-based Home Access Point (CHAP) to Improve Application Quality on IEEE 802.11 Networks

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    Increasing availability of high-speed Internet and wireless access points has allowed home users to connect not only their computers but various other devices to the Internet. Every device running different applications requires unique Quality of Service (QoS). It has been shown that delay- sensitive applications, such as VoIP, remote login and online game sessions, suffer increased latency in the presence of throughput-sensitive applications such as FTP and P2P. Currently, there is no mechanism at the wireless AP to mitigate these effects except explicitly classifying the traffic based on port numbers or host IP addresses. We propose CHAP, a credit-based queue management technique, to eliminate the explicit configuration process and dynamically adjust the priority of all the flows from different devices to match their QoS requirements and wireless conditions to improve application quality in home networks. An analytical model is used to analyze the interaction between flows and credits and resulting queueing delays for packets. CHAP is evaluated using Network Simulator (NS2) under a wide range of conditions against First-In-First- Out (FIFO) and Strict Priority Queue (SPQ) scheduling algorithms. CHAP improves the quality of an online game, a VoIP session, a video streaming session, and a Web browsing activity by 20%, 3%, 93%, and 51%, respectively, compared to FIFO in the presence of an FTP download. CHAP provides these improvements similar to SPQ without an explicit classification of flows and a pre- configured scheduling policy. A Linux implementation of CHAP is used to evaluate its performance in a real residential network against FIFO. CHAP reduces the web response time by up to 85% compared to FIFO in the presence of a bulk file download. Our contributions include an analytic model for the credit-based queue management, simulation, and implementation of CHAP, which provides QoS with minimal configuration at the AP

    Traffic Management Algorithms in Differentiated Services Networks

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    The Differentiated Services (DiffServ) Architecture, a Quality of Service (QoS) solution being worked on by an IETF work group, is aimed to solve the increasing problems with no service guarantees in the current Internet. New services such as video-on-demand and IP-telephony will be unusable without some sort of service guarantees on which to build applications on. A replacement architecture for the Integrated Services (IntServ) Architecture is needed because of its problems with overhead and scalability. This master thesis studies and evaluates traffic algorithms, specifically scheduling and active queue management algorithms, within the Differentiated Services area using the Network Simulator. The studies investigate Differentiated Services network stability and performance through noise influenced simulations. Results show that against unresponsive users network stability and performance mainly depends on the used scheduling algorithm

    Design and stability analysis of high performance packet switches

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    With the rapid development of optical interconnection technology, high-performance packet switches are required to resolve contentions in a fast manner to satisfy the demand for high throughput and high speed rates. Combined input-crosspoint buffered (CICB) switches are an alternative to input-buffered (IB) packet switches to provide high-performance switching and to relax arbitration timing for packet switches with high-speed ports. A maximum weight matching (MWM) scheme can provide 100% throughput under admissible traffic for lB switches. However, the high complexity of MWM prohibits its implementation in high-speed switches. In this dissertation, a feedback-based arbitration scheme for CICB switches is studied, where cell selection is based on the provided service to virtual output queues (VOQs). The feedback-based scheme is named round-robin with adaptable frame size (RR-AF) arbitration. The frame size in RR-AF is adaptably changed by the serviced and unserviced traffic. If a switch is stable, the switch provides 100% throughput. Here, it is proved that RR-AF can achieve 100% throughput under uniform admissible traffic. Switches with crosspoint buffers need to consider the transmission delays, or round-trip times to define the crosspoint buffer size. As the buffered crossbar switch can be physically located far from the input ports, actual round-trip times can be non-negligible. To support non-negligible round-trip times in a buffered crossbar switch, the crosspoint buffer size needs to be increased. To satisfy this demand, this dissertation investigates how to select the crosspoint buffer size under non-negligible round trip times and under uniform traffic. With the analysis of stability margin, the relationship between the crosspoint buffer size and round-trip time is derived. Considering that CICB switches deliver higher performance than lB switches and require no speedup, this dissertation investigates the maximum throughput performance that these switches can achieve. It is shown that CICB switches without speedup achieve 100% throughput under any admissible traffic through a fluid model. In addition, a new hybrid scheme, based on longest queue-first (as input arbitration) and longest column occupancy first (as output arbitration) is proposed, which achieves 100% throughput under uniform and non-uniform traffic patterns. In order to give a better insight of the feedback nature of arbitration scheme for CICB switches, a frame-based round-robin arbitration scheme with explicit feedback control (FRE) is introduced. FRE dynamically sets the frame size according to the input load and to the accumulation of cells in a VOQ. FRE is used as the input arbitration scheme and it is combined with RR, PRR, and FRE as output arbitration schemes. These combined schemes deliver high performance under uniform and nonuniform traffic models using a buffered crossbar with one-cell crosspoint buffers. The novelty of FRE lies in that each VOQ sets the frame size by an adjustable parameter, Δ(i,j) which indicates the degree of service needed by VOQ(i, j). This value is adjusted according to the input loading and the accumulation of cells experienced in previous service cycles. This dissertation also explores an analysis technique based on feedback control theory. This methodology is proposed to study the stability of arbitration and matching schemes for packet switches. A continuous system is used and a control model is used to emulate a queuing system. The technique is applied to a matching scheme. In addition, the study shows that the dwell time, which is defined as the time a queue receives service in a service opportunity, is a factor that affects the stability of a queuing system. This feedback control model is an alternative approach to evaluate the stability of arbitration and matching schemes

    Managing Network Delay for Browser Multiplayer Games

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    Latency is one of the key performance elements affecting the quality of experience (QoE) in computer games. Latency in the context of games can be defined as the time between the user input and the result on the screen. In order for the QoE to be satisfactory the game needs to be able to react fast enough to player input. In networked multiplayer games, latency is composed of network delay and local delays. Some major sources of network delay are queuing delay and head-of-line (HOL) blocking delay. Network delay in the Internet can be even in the order of seconds. In this thesis we discuss what feasible networking solutions exist for browser multiplayer games. We conduct a literature study to analyze the Differentiated Services architecture, some salient Active Queue Management (AQM) algorithms (RED, PIE, CoDel and FQ-CoDel), the Explicit Congestion Notification (ECN) concept and network protocols for web browser (WebSocket, QUIC and WebRTC). RED, PIE and CoDel as single-queue implementations would be sub-optimal for providing low latency to game traffic. FQ-CoDel is a multi-queue AQM and provides flow separation that is able to prevent queue-building bulk transfers from notably hampering latency-sensitive flows. WebRTC Data-Channel seems promising for games since it can be used for sending arbitrary application data and it can avoid HOL blocking. None of the network protocols, however, provide completely satisfactory support for the transport needs of multiplayer games: WebRTC is not designed for client-server connections, QUIC is not designed for traffic patterns typical for multiplayer games and WebSocket would require parallel connections to mitigate the effects of HOL blocking

    Evaluation of Active Queue Management (AQM) Models in Low Latency Networks

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    Abstract: Low latency networks require the modification of the actual queuing management in order to avoid large queuing delay. Nowadays, TCP’s congestion control maximizes the throughput of the link providing benefits to large flow packets. However, nodes’ buffers may get fully filled, which would produce large time delays and packet dropping situations, named as bufferbloat problem. For actual time-sensitive applications demand, such as VoIP, online gaming or financial trading, these queueing times cause bad quality of service being directly noticed in user’s utilization. This work studies the different alternatives for active queue management (AQM) in the nodes links, optimizing the latency of the small flow packets and, therefore, providing better quality for low latency networks in congestion scenarios. AQM models are simulated in a dumbbell topology with ns3 software, which shows the diverse latency values (measured in RTT) according to network situations and the algorithm that has been installed. In detail, RED, CoDel, PIE, and FQ_CoDel algorithms are studied, plus the modification of the TCP sender’s congestion control with Alternative Backoff with ECN (ABE) algorithm. The simulations will display the best queueing times for the implementation that mixes FQ_CoDel with ABE, the one which maximizes the throughput reducing the latency of the packets. Thus, the modification of queueing management with FQ_CoDel and the implementation of ABE in the sender will solve the bufferbloat problem offering the required quality for low latency networks.Resumen Las redes de baja latencia requieren la modificación de la actual gestión de las colas con el fin de eludir los extensos tiempos de retardo. Hoy en d´ıa, el control de congestión de TCP maximiza el rendimiento (throughput) del enlace otorgando beneficio a los grandes flujos de datos, sin embargo, los buffers son plenamente cargados generando altos tiempos de retardo y fases de retirada de paquetes, llamada a esta situación el problema de Bufferbloat. Par las aplicaciones contempor´aneas como las llamadas VoIP, los juegos on-line o los intercambios financieros; estos tiempos de cola generan una mala calidad de servicio detectada directamente por los usuarios finales. Este trabajo estudia las diferentes alternativas de la gestión activa de colas (AQM), optimizando la latencia de los peque˜nos flujos y, por lo tanto, brindando una mejor calidad para las redes de baja latencia en situaciones de congestión. Los modelos AQM han sido evaluados en una topolog´ıa ’dumbbell’ mediante el simulador ns3, entregando resultados de latencia (medidos en RTT) de acuerdo con la situación del enlace y el algoritmo instalado en la cola. Concretamente, los algoritmos estudiados han sido RED, CoDel, PIE y FQ_CoDel; adem´as de la modificación del control de congestión TCP del emisor denominada ABE (Alternative Backoff with ECN). Las simulaciones que mejor resultados ofrecen son las que implementan combinación de FQ_CoDel con el algoritmo ABE, maximizando el rendimiento y reduciendo la latencia de los paquetes. Por lo tanto, la modificación con FQ_CoDel en las colas y la de ABE en el emisor ofrecen una solución al problema del Bufferbloat altamente solicitada por las redes de baja latencia

    Evaluation of Active Queue Management (AQM) Models in Low Latency Networks

    Get PDF
    Abstract: Low latency networks require the modification of the actual queuing management in order to avoid large queuing delay. Nowadays, TCP’s congestion control maximizes the throughput of the link providing benefits to large flow packets. However, nodes’ buffers may get fully filled, which would produce large time delays and packet dropping situations, named as bufferbloat problem. For actual time-sensitive applications demand, such as VoIP, online gaming or financial trading, these queueing times cause bad quality of service being directly noticed in user’s utilization. This work studies the different alternatives for active queue management (AQM) in the nodes links, optimizing the latency of the small flow packets and, therefore, providing better quality for low latency networks in congestion scenarios. AQM models are simulated in a dumbbell topology with ns3 software, which shows the diverse latency values (measured in RTT) according to network situations and the algorithm that has been installed. In detail, RED, CoDel, PIE, and FQ_CoDel algorithms are studied, plus the modification of the TCP sender’s congestion control with Alternative Backoff with ECN (ABE) algorithm. The simulations will display the best queueing times for the implementation that mixes FQ_CoDel with ABE, the one which maximizes the throughput reducing the latency of the packets. Thus, the modification of queueing management with FQ_CoDel and the implementation of ABE in the sender will solve the bufferbloat problem offering the required quality for low latency networks.Resumen Las redes de baja latencia requieren la modificación de la actual gestión de las colas con el fin de eludir los extensos tiempos de retardo. Hoy en d´ıa, el control de congestión de TCP maximiza el rendimiento (throughput) del enlace otorgando beneficio a los grandes flujos de datos, sin embargo, los buffers son plenamente cargados generando altos tiempos de retardo y fases de retirada de paquetes, llamada a esta situación el problema de Bufferbloat. Par las aplicaciones contempor´aneas como las llamadas VoIP, los juegos on-line o los intercambios financieros; estos tiempos de cola generan una mala calidad de servicio detectada directamente por los usuarios finales. Este trabajo estudia las diferentes alternativas de la gestión activa de colas (AQM), optimizando la latencia de los peque˜nos flujos y, por lo tanto, brindando una mejor calidad para las redes de baja latencia en situaciones de congestión. Los modelos AQM han sido evaluados en una topolog´ıa ’dumbbell’ mediante el simulador ns3, entregando resultados de latencia (medidos en RTT) de acuerdo con la situación del enlace y el algoritmo instalado en la cola. Concretamente, los algoritmos estudiados han sido RED, CoDel, PIE y FQ_CoDel; adem´as de la modificación del control de congestión TCP del emisor denominada ABE (Alternative Backoff with ECN). Las simulaciones que mejor resultados ofrecen son las que implementan combinación de FQ_CoDel con el algoritmo ABE, maximizando el rendimiento y reduciendo la latencia de los paquetes. Por lo tanto, la modificación con FQ_CoDel en las colas y la de ABE en el emisor ofrecen una solución al problema del Bufferbloat altamente solicitada por las redes de baja latencia
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