561 research outputs found
Broadcasting in Prefix Space: P2P Data Dissemination with Predictable Performance
A broadcast mode may augment peer-to-peer overlay networks with an efficient,
scalable data replication function, but may also give rise to a virtual link
layer in VPN-type solutions. We introduce a simple broadcasting mechanism that
operates in the prefix space of distributed hash tables without signaling. This
paper concentrates on the performance analysis of the prefix flooding scheme.
Starting from simple models of recursive -ary trees, we analytically derive
distributions of hop counts and the replication load. Extensive simulation
results are presented further on, based on an implementation within the OverSim
framework. Comparisons are drawn to Scribe, taken as a general reference model
for group communication according to the shared, rendezvous-point-centered
distribution paradigm. The prefix flooding scheme thereby confirmed its widely
predictable performance and consistently outperformed Scribe in all metrics.
Reverse path selection in overlays is identified as a major cause of
performance degradation.Comment: final version for ICIW'0
End-to-end QoE optimization through overlay network deployment
In this paper an overlay network for end-to-end QoE management is presented. The goal of this infrastructure is QoE optimization by routing around failures in the IP network and optimizing the bandwidth usage on the last mile to the client. The overlay network consists of components that are located both in the core and at the edge of the network. A number of overlay servers perform end-to-end QoS monitoring and maintain an overlay topology, allowing them to route around link failures and congestion. Overlay access components situated at the edge of the network are responsible for determining whether packets are sent to the overlay network, while proxy components manage the bandwidth on the last mile. This paper gives a detailed overview of the end-to-end architecture together with representative experimental results which comprehensively demonstrate the overlay network's ability to optimize the QoE
Performance-Engineered Network Overlays for High Quality Interaction in Virtual Worlds
Overlay hosting systems such as PlanetLab, and cloud computing environments such as Amazon’s EC2, provide shared infrastructures within which new applications can be developed and deployed on a global scale. This paper ex-plores how systems of this sort can be used to enable ad-vanced network services and sophisticated applications that use those services to enhance performance and provide a high quality user experience. Specifically, we investigate how advanced overlay hosting environments can be used to provide network services that enable scalable virtual world applications and other large-scale distributed applications requiring consistent, real-time performance. We propose a novel network architecture called Forest built around per-session tree-structured communication channels that we call comtrees. Comtrees are provisioned and support both unicast and multicast packet delivery. The multicast mechanism is designed to be highly scalable and light-weight enough to support the rapid changes to multicast subscriptions needed for efficient support of state updates within virtual worlds. We evaluate performance using a combination of analysis and experimental measurement of a partial system prototype that supports fully functional distributed game sessions. Our results provide the data needed to enable accurate projections of performance for a variety of session and system configurations
Selection of network coding nodes for minimal playback delay in streaming overlays
Network coding permits to deploy distributed packet delivery algorithms that
locally adapt to the network availability in media streaming applications.
However, it may also increase delay and computational complexity if it is not
implemented efficiently. We address here the effective placement of nodes that
implement randomized network coding in overlay networks, so that the goodput is
kept high while the delay for decoding stays small in streaming applications.
We first estimate the decoding delay at each client, which depends on the
innovative rate in the network. This estimation permits to identify the nodes
that have to perform coding for a reduced decoding delay. We then propose two
iterative algorithms for selecting the nodes that should perform network
coding. The first algorithm relies on the knowledge of the full network
statistics. The second algorithm uses only local network statistics at each
node. Simulation results show that large performance gains can be achieved with
the selection of only a few network coding nodes. Moreover, the second
algorithm performs very closely to the central estimation strategy, which
demonstrates that the network coding nodes can be selected efficiently in a
distributed manner. Our scheme shows large gains in terms of achieved
throughput, delay and video quality in realistic overlay networks when compared
to methods that employ traditional streaming strategies as well as random
network nodes selection algorithms.Comment: submitted to IEEE Transactions on Multimedia, January 18th 201
Collaborative communications among multiple points.
Zhang Xinyan.Thesis (M.Phil.)--Chinese University of Hong Kong, 2004.Includes bibliographical references (leaves [78]-[85]).Abstracts in English and Chinese.Chapter 1 --- Introduction --- p.1Chapter 1.1 --- Multiple Point Communication --- p.1Chapter 1.2 --- Major Contributions --- p.2Chapter 1.3 --- Thesis Organization --- p.4Chapter 2 --- Related Work --- p.5Chapter 2.1 --- Peer-to-Peer Networks --- p.5Chapter 2.2 --- Application Layer Multicast --- p.11Chapter 2.3 --- Internet Traffic Engineering --- p.19Chapter 3 --- MultiServ: Application Layer Multiple Path Routing --- p.23Chapter 3.1 --- Motivation --- p.24Chapter 3.2 --- MultiServ Overlay Construction --- p.28Chapter 3.3 --- MultiServ Routing --- p.33Chapter 3.3.1 --- The importance of routing strategy --- p.33Chapter 3.3.2 --- Solutions for IP network --- p.35Chapter 3.3.3 --- MultiServ routing --- p.37Chapter 3.3.4 --- MultiServ routing with bounded complexity --- p.39Chapter 3.3.5 --- Routing implementation --- p.41Chapter 3.4 --- Performance Evaluation --- p.45Chapter 3.4.1 --- End-to-end streaming --- p.45Chapter 3.4.2 --- Application-layer multicast --- p.50Chapter 3.4.3 --- Experiments in real network --- p.54Chapter 3.5 --- Summary and Future Work --- p.57Chapter 4 --- DDS: Distributed Dynamic Streaming --- p.59Chapter 4.1 --- Motivation --- p.59Chapter 4.2 --- Distributed Dynamic Streaming --- p.61Chapter 4.2.1 --- DDS overlay construction --- p.62Chapter 4.2.2 --- DDS streaming --- p.64Chapter 4.3 --- Performance Analysis in Dynamic User Environment --- p.66Chapter 4.3.1 --- Basic definition and user model --- p.67Chapter 4.3.2 --- Data outage in tree topology --- p.68Chapter 4.3.3 --- Data outage in DDS --- p.70Chapter 4.4 --- Performance Evaluation --- p.73Chapter 4.4.1 --- Simulation setup --- p.73Chapter 4.4.2 --- Simulation results --- p.74Chapter 4.5 --- Summary and Future Work --- p.75Chapter 5 --- Concluding Remarks --- p.76Bibliography --- p.7
Flexible Application-Layer Multicast in Heterogeneous Networks
This work develops a set of peer-to-peer-based protocols and extensions in order to provide Internet-wide group communication. The focus is put to the question how different access technologies can be integrated in order to face the growing traffic load problem. Thereby, protocols are developed that allow autonomous adaptation to the current network situation on the one hand and the integration of WiFi domains where applicable on the other hand
Constructing efficient self-organising application layer multicast overlays
EThOS - Electronic Theses Online ServiceGBUnited Kingdo
Constructing efficient self-organising application layer multicast overlays
This thesis investigates efficient techniques to build both low cost (i.e. low resource usage) and low delay ALM trees. We focus on self-organising distributed proposals that use limited information about the underlying physical network, limited coordination between the members, and construct overlays with bounded branching degree subject to the bandwidth constraint of each individual member
- …