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Title: Some Thoughts on Future Networks


1
Some Thoughts on Future Networks
  • Tatsuya Suda
  • Professor, University of California
  • (web) netresearch.ics.uci.edu
  • (email) suda_at_ics.uci.edu

2
Outline
  • Where are we now?
  • Where are we heading?
  • What do we need to do?

3
Where are we now?Next Generation Internet (NGI)
Initiative
4
Major Departments
Independent Agencies
NSF-9
5
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6
NGI (Next Generation Internet)
  • NSF, DARPA, NASA, NIST, NIH, (DoE)
  • Large Scale Networking working group (in the
    National Science and Technology Council under the
    White House) to coordinate multi-agency efforts

7
NGI (Next Generation Internet)
  • 3 NGI Goals
  • Goal 1 Basic Network Research
  • Goal 2 NGI Testbed
  • Goal 3 Evolutionary Applications

8
vBNS Backbone Network Map
CTC Cornell Theory Center
NOR Cleveland
C
Ameritech NAP
DNG Chicago
NCAR National Center for Atmospheric Research
WOR New York City
C
C
A
C
Sprint NAP
C
C
HAY San Francisco
C
A
PSC Pittsburgh Supercomputer Center
PYM Perryman, MD
A
C
C
DNJ Denver
C
C
Pac Bell NAP
NCSA National Center for Supercomputing Applicatio
ns
C
RTO Los Angeles
MFS NAP
C
A
C
AST Atlanta
C
HSJ Houston
SDSC San Diego Supercomputer Center
C
9
California Research Network-2 (CalREN-2)
10
CalREN-2 - Southern Region
11
U.C. Irvine ATM Network
Sparc5
ICS Department
TAXI
Sparc5
OC-3
OC-3
Pentium
Pentium
OC-3
OC-3
Gigaport
ISI
OC-12
OC-3
SCCSD
OC-3
OC-3
7507
12
STAR TAPScience Technology and Research Transit
Access Point
http//www.startap.net
13
Canadas CAnet II Network
Source http//www.canarie.ca/frames/n3.html
14
Europe TEN-34Trans-European Network 34 Mbps
Source http//www.dante.net/ten-34/ten34net.gif
15
APAN - Asia Pacific Advanced Network
16
Applications
  • Digital libraries, remote operation of medicine,
    environment, crisis management, manufacturing,
    basic science, Federal information services

17
Virtual Temporal Bone
  • VR model
  • viewers explore using a wand and a special pair
    of eyeglasses while facing ImmersaDesk
  • surgeons familiarize themselves with the complex
    structures composing the ear

Source http//www2.sbhis.uic.edu/VRML/vtb0.htm
18
CAVE Research Network CAVERN
  • next generation collaborative networking
    infrastructure
  • alliance of industrial and research institutions
  • equipped with CAVEs, ImmersaDesks, and
    high-performance computing resources
  • interconnected by high-speed networks

CAVE with NICE for Children
Source http//www.evl.uic.edu/spiff/covr/vrserver
.html
19
SuperComputing97 Demo from MPI-Garching
Gravity Waves from Two Black Holes Colliding
3-D
Source http//jean-luc.ncsa.uiuc.edu/Movies/Image
s
20
  • Similar IT project started in Japan last year

21
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22
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23
Where are we now?Example Internet Traffic
Control Schemes
24
  • Need new scalable techniques/mechanisms
  • traffic control
  • QoS support

25
  • Researchers
  • This conference
  • CalREN 2 Experiments
  • QoS Routing
  • Muticast
  • IPv6
  • IETF
  • QoS Policy Server Architectures
  • MPLS, Traffic Engineering
  • Many other topics being discussed

26
Current Internet
  • Philosophy
  • Simple, robust and scalable
  • Complexity pushed to the edges of the network
  • End-to-end flow and congestion control
  • Core-stateless Network
  • Core routers are NOT required to
  • Keep per-flow state accounting or queueing
  • Perform per-flow processing or scheduling
  • Implement per-flow congestion/flow control

27
  • Simple and scalable
  • Limited controllability
  • Some shortcomings
  • Congestion collapse
  • Unfair bandwidth allocation

28
Core-stateful Networks
  • ATM and Telephone networks
  • Virtual circuit (VC) based
  • Fixed path
  • Routers or switches keep per VC state (VC
    forwarding table) and may perform per VC tasks
  • Can guarantee quality of service
  • Complex and expensive to deploy

29
Core-stateless Networks
  • Core routers are NOT required to
  • Keep per-flow state accounting or queueing
  • Perform per-flow processing or scheduling
  • Implement per-flow congestion/flow control
  • Simple and scalable
  • Limited controllability

30
Example Core Stateless MechanismRandom Early
Drop (RED)
  • Drop a new packet with a probability dependent on
    the buffer occupancy
  • not a fixed threshold
  • Example

4
3
2
1
5
P(drop) 1 - e-bb
31
Weighted Fair Queueing (WFQ)
  • Flow classifier places packets in per-flow queues
    (core-stateful approach)
  • Scheduler (e.g. deficit round robin) fairly
    serves the per-flow queues
  • Packets from flows transmitting at lower rates
    experience lower delays!

32
Example Core Stateless Mechanism Core-stateless
Fair Queueing (CSFQ)
  • Packets are labeled by ingress routers with the
    flow input rate
  • Packets are placed in a single FIFO queue
  • If the queue occupancy is higher than a
    threshold, Drop-on-input module probabilistically
    drops packets from flows transmitting at a rate
    higher than their estimated fair share
  • If the queue occupancy is lower than a threshold,
    CSFQ is ineffective
  • Packets from all flows experience the same delay!

33
Current Internet
  • Philosophy
  • Simple, robust and scalable
  • Complexity pushed to the edges of the network
  • End-to-end flow and congestion control
  • Some shortcomings
  • Congestion collapse
  • Unfair bandwidth allocation

34
Congestion Collapse
Bottleneck link
Dest
Video Source
Dest
FTP Source
Undelivered packets
35
Unfairness due toUnresponsive Flows
Video Source
Dest
FTP Source
36
Unfairness due toLong Propagation Delay
Dest
1
FTP Source
10
FTP Source
Dest
37
New MechanismNetwork Border Patrol (NBP)
  • Our solution
  • Core-stateless congestion avoidance mechanism
  • How it worksUses adaptive feedback-based traffic
    policing to match the input and output rates
  • Egress routers return explicit rate feedback to
    ingress router
  • Ingress routers police traffic at input
  • TCP-friendly rate control algorithm at ingress
    routers
  • Feedback control algorithm detects congestion by
    monitoring the round trip time (RTT)

38
Network Border Patrol (NBP)Example Illustration
6 Mbps
4 Mbps
6 Mbps
4 Mbps
4.1 Mbps
6 Mbps
4 Mbps
4 Mbps
4 Mbps
6 Mbps
6 Mbps
6 Mbps
6 Mbps
4 Mbps
4 Mbps
4.1 Mbps
4.1 Mbps
FLOW 1
FLOW 2
6 Mbps
4 Mbps
2 Mbps
2 Mbps
2 Mbps
2 Mbps
2 Mbps
2 Mbps
2 Mbps
2 Mbps
39
Network Border Patrol (NBP)Example Illustration
FLOW 1
FLOW 2
40
Network Border Patrol (NBP)Example Illustration
FLOW 1
FLOW 2
41
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42
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43
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44
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45
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46
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47
Network Border Patrol (NBP)Example Illustration
FLOW 1
FLOW 2
48
Network Border Patrol (NBP)
  • NBP architectural components
  • Ingress routers police and rate control input
    traffic
  • Egress routers monitor traffic and return
    congestion feedback
  • per flow base at edge routers
  • Core routers unchanged
  • stateless at core routers
  • End systems unchanged
  • NBP Internals
  • Feedback control algorithm
  • Rate control algorithm

49
NBP Architectural ComponentsIngress Router
Output port of an NBP ingress router
50
NBP Architectural ComponentsEgress Router
Input port of an NBP egress router
51
NBP Feedback Control AlgorithmFeedback Control
Packet Format
52
Example of the Problem of Unfairness due to
Unresponsive Flows
Current Internet
  • Long queues at routers
  • Unresponsive flow consumes most network
    bandwidth

53
Example of NBP protection against unresponsive
flows
Internet with Network Border Patrol
  • Short queues
  • Fairer bandwidth allocation among competing
    flows
  • Unresponsive flows packets are dropped at
    network input

54
  • Up to now
  • application aggregated into a smaller number of
    flows
  • flows hopefully are long lasting and not too
    dynamic
  • control flows
  • Future
  • Current model may not be valid

55
  • Is what we do really what we need in future
    networks?

56
Where are we heading?
57
BackgroundProcessing Capability Everywhere
  • Boundaries between game machines, home
    appliances, PCs, mobile phones are disappearing

58
  • Sony Playstation II
  • hardware highlights
  • 128 bits CPU, support for high definition 3D
    graphics
  • 32 MB SRAM
  • CD-ROM/DVD
  • two USB ports
  • one 1394 port
  • one PCMCIA card slot
  • Not just a game machine, it is a computer

59
  • Digital TV, Internet TV
  • Watch TV programs on your PC and lap top
  • Boundary between PCs/laptops and home appliances
    disappearing

60
  • Home appliances are being connected through a
    network
  • Wired
  • HomePNA (Home Phoneline Networking Alliance)
  • Ethernet/Fast Ethernet
  • IEEE 1394
  • Wireless
  • Bluetooth
  • IEEE 802.11

61
  • Wireless phone are becoming an information
    processing terminal
  • I-mode by NTT Docomo

62
  • One dimension of network expansion
  • home (home appliances, game machines)
  • portable terminals (mobile phones, lab tops)

63
Background Wearable Computers
  • Wearable computers
  • advanced forms (i.e., extremely small, light
    weight, integrated functions, evolvable,
    flexible) of
  • wireless phone, hand held computers, video game
    terminals
  • IC cards (digital cash, ID, bank cards, credit
    cards)
  • googols
  • CPUs in clothing
  • Direct brain-computer interface

64
  • One dimension of network expansion
  • small devices/chips on human users

65
BackgroundSensor Net and Autonomous Device Net
  • Network of very small sensor devices
  • device miniaturization (dust sensors, sensors in
    blood vessel, active bar codes, sensors in
    freeway)
  • sensor very simple function, simple
    communication capabilities

66
  • Dust sensors
  • Float in the air to monitor environment
    conditions
  • Sensor robots for Mars exploration
  • Sensors for military applications
  • Dump small sensors in the enemy territory
  • Bio-degradable

67
  • Network of autonomous devices
  • autonomous sensors
  • mobile
  • self-organizing to collectively perform one task
  • flexible/evolvable (hardware and software)
  • NASA, Mars exploration
  • robots

68
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69
  • One dimension of network expansion
  • extremely small devices everywhere
  • autonomous devices

70
Future Networks
  • Diverse network connecting human users and
    non-human devices everywhere (home appliances,
    mobile phones, wearable computers, small devices
    and autonomous devices)
  • Extremely large scale network

71
Background Applications
  • Applications for fun
  • email through mobile phone, i-mode (chat with
    friends)
  • digital pets (e.g., pokemon, SONY robot dog)
  • video games (e.g., interactive network games with
    high definition 3D graphics)
  • players across the network (racing, fighting/war)
  • of games for wireless phones at Tokyo game
    show, fall 00

72
Future ApplicationsSome Examples
  • Support for a large number of highly dynamic,
    highly customized small communities of users
  • ad hoc creation of a net at a Michael Jacksons
    concert after the concert, ad hoc creation of a
    net in Rome among those who are pop music funs
    etc., etc.

73
  • Extending human presence everywhere
  • realistic and personalized/customized
    communication services
  • transmitting
  • human emotions/feelings (happy, sad, etc.)
  • smells
  • taste
  • to appeal to humans 5 senses

74
  • Virtual Society
  • all human social functions done in a virtual
    society
  • cyber-self (software entity representing you)
  • conducts social functions (i.e., moves around on
    a net, meets other cyber-selves, make friends)
  • conducts economic functions (i.e., conducts
    business (e.g., buy and sell goods))
  • conducts biological functions (i.e., mates,
    produces off springs)

75
  • Highly customized and personalized applications
  • Future applications are NOT
  • digital libraries
  • remote operation of medicine
  • distance learning
  • Federal information services

76
Future Networks
  • Extremely large scale, diverse network connecting
    human users and various devices
  • Highly dynamic, diverse, realistic, and
    personalized applications

77
  • application aggregated into a small number of
    flows model may not be valid
  • private
  • highly dynamic
  • diverse traffic characteristics
  • large scale, but may have locality
  • I dont need to control a refrigerator in Rome
  • hot spots

78
What do we need to do?
79
  • Are Higher speed and better QoS important? Not
    sufficient to handle
  • scalability
  • diversity (of users, of applications)
  • dynamic environments
  • realistic communications
  • customizability/personalization
  • adaptability/flexibility/evolvability

80
Applications
  • Identify promising applications
  • Study application requirements, and design a net
    based on them

81
  • Example Internet TV
  • does not necessary need higher speed and better
    QoS
  • popular usage will be
  • set top box at home screens TV programs/shows
    based on user preference
  • stores them in a storage device at home
  • view them later when users have time
  • no strict QoS and high speed requirement on
    networks

82
  • Example
  • QoS (location accuracy, reliable communication)
    may not be important for some applications (e.g.,
    for sensors)
  • world-wide roaming may not be important for
    highly personalized friends-chatting-with-friends
    applications

83
Diverse Applications over a Small Set of
Infrastructures
  • Need to support a huge number of highly
    personalized diverse applications
  • Interface one-size fits all underlying net to
    diverse applications
  • where and how?
  • middleware becomes important

84
  • Middleware needs to map application level QoS
    onto network level QoS
  • QoS aware middleware
  • Application, middleware, network mechanisms
    helping each other to achieve QoS

85
Distributed/Local Architecture
  • Pursue 100 distributed network architecture
  • no central or coordinating entities
  • assume autonomous entities
  • build a large scale system from a simple
    localized algorithms/behaviors/designs
  • example no directory service
  • discover when needed by asking friends

86
  • Accept overhead
  • we gain other features (self-organization and
    -coordination, flexibility, adaptability, service
    emergence and evolution, etc.)

87
Example Bio-Networking
  • Observation large scale biological systems
    scale, adapt, and survive
  • Apply biological concepts/mechanisms to future
    Internet applications
  • emergent behavior (out of simple behaviors)
  • lifecycle (food/energy, reproduction, death)
  • evolution through diversity and natural selection
  • etc.

88
  • Bio-Net
  • individuals cyber-entities (objects/agents)
  • abstraction of various system components (users,
    resources, service components)
  • autonomous with simple behaviors
  • e.g., replication, reproduction, migration,
    energy exchange, relationship establishment,
    pheromone emission, death
  • makes its own decision, according to its own
    behavioral policy

89
  • Cyber-entity example behaviors
  • energy exchange
  • gain energy from a cyber-entity (e.g., a user) in
    exchange for performing a service
  • expend energy to receive service from other
    cyber-entities (e.g., to use network/computing
    resources)
  • can be used as a natural selection mechanism
  • evolution

90
  • relationship establishment
  • a cyber-entity knows something (e.g., name,
    address, service type) about another cyber-entity
  • amount of information
  • strength of relationship
  • service emergence

91
Vision
  • No central or coordinating entity exists.
  • A large number of CEs (created by millions of
    millions of Internet users), autonomously
    moving/replicating,
  • CEs contacting other CEs providing related
    services, making relationship,
  • diverse behavior policies getting created, good
    behaviors survive, bad ones die, making system
    flexible, adaptable and evolvable

92
Economic and Social Implications of IT
  • Social, economic and workforce issues related to
    information technology
  • legal and regulatory constraints
  • tax treatment of investment in information
    technologies
  • workforce skilled in the use of information
    technologies

93
  • Are we doing something good to ourselves?
  • Email is very convenient, but
  • Flooded with junk emails, and cannot find time to
    do what I want to do
  • Wireless phone is very convenient, but
  • It is very annoying in a train
  • It is a health risk to those who wear heart pace
    maker.

94
What kind of techniques and mechanisms do we
need? (near term)
95
Examples of Techniques We Need
  • Flexible/modular network architecture
  • easy to add more (or reallocate existing)
    resources (hard/soft resources such as CPU,
    buffer, finer level resource)
  • Mechanisms to help processing within a network
  • not transmit fast, process at end systems
  • process data on transit in a network
  • consider link/network as buffer
  • a link with data processing capability?

96
  • Mechanisms to build a large scale system from a
    simple localized algorithms, behaviors, designs
  • self-organization and coordination mechanisms
  • service finding mechanisms
  • resource allocation/management mechanisms

97
  • Mechanisms to anticipate/predict and prepare
  • to give users illusion of a dedicated high speed,
    good quality network
  • Understanding large scale networks
  • network modeling and simulation

98
Examples from Soft/Middleware
  • Active/smart software
  • software that updates itself, monitors its
    progress toward a particular goal,
    discovers/downloads a new capability needed for
    the task at hand
  • Self-organization, -coordination techniques

99
Summary
100
  • Tremendous Internet growth
  • Weve been busy doing near term research
  • We probably need to take a moment and think what
    future looks like and what we need to do

101
  • Thanks!

102
Bio-Networking Architecture
103
Motivation
  • Network services/applications need to be
  • scalable
  • adaptable (to heterogeneous/dynamic conditions)
  • survivable and available
  • simple/easy to design and maintain
  • Networks need to have built-in mechanisms to
    provide these features
  • large nets beyond ones capability to design

104
  • Observation large scale biological systems
    scale, adapt, and survive
  • Apply biological concepts/mechanisms to future
    Internet applications
  • emergent behavior (out of simple behaviors)
  • lifecycle (food/energy, reproduction, death)
  • evolution through diversity and natural selection
  • etc.

105
Emergent Behavior
  • Biological systems
  • useful group behavior emerges from autonomous
    local interaction of individuals with simple
    behaviors

106
  • Bio-Net
  • individuals cyber-entities (objects/agents)
  • abstraction of various system components (users,
    resources, service components)
  • autonomous with simple behaviors
  • e.g., replication, reproduction, migration,
    energy exchange, relationship establishment,
    pheromone emission, death
  • makes its own decision, according to its own
    behavioral policy

107
  • Cyber-entity example behaviors
  • energy exchange
  • gain energy from a cyber-entity (e.g., a user) in
    exchange for performing a service
  • expend energy to receive service from other
    cyber-entities (e.g., to use network/computing
    resources)
  • can be used as a natural selection mechanism

108
  • relationship establishment
  • a cyber-entity knows something (e.g., name,
    address, service type) about another cyber-entity
  • amount of information
  • strength of relationship

109
  • relationship can be used to group cyber-entities
    collectively providing a service
  • application constructed from a collection of
    cyber-entities
  • e.g., a web server (application) from a
    collection of web pages (cyber-entities)

110
Evolution and Adaptation
  • Biological systems
  • the biological system adjusts itself for
    environmental changes of long-term and short-term
  • key components
  • diversity from mutations and crossovers during
    replication/reproduction
  • natural selection keeps entities with beneficial
    features alive and increase reproduction
    probability

111
  • Bio-Net
  • cyber-entities (CEs) evolve, adapt, and localize
    through diversity and natural selection
  • diversity
  • A CE behavior can be implemented by a number of
    algorithms/policies
  • human designers can introduce diversity in CE
    behaviors
  • CEs replicate/reproduce with mutation/crossover
    in behavior policies

112
  • natural selection (energy as a natural selection
    mechanism)
  • death from energy starvation
  • tendency to replicate/reproduce from energy
    abundance

113
Example Application
Image analyzer CE
Video camera CE
Rock MP3 CE
Sensor CE
Stereo CE
Some CE
Latin MP3 CE
114
Example Application
Image analyzer CE
Video camera CE
Rock MP3 CE
Sensor CE
Some CE
Latin MP3 CE
115
Example Application
Image analyzer CE
Video camera CE
Rock MP3 CE
Sensor CE
Some CE
Latin MP3 CE
116
Example Application
Image analyzer CE
Video camera CE
Rock MP3 CE
Sensor CE
Stereo CE
Some CE
Latin MP3 CE
117
Example CE BehaviorAdaptation Simulation
  • Cyber-entity behaviors implemented
  • replication, death, migration

118
Cyber-Entity Behaviors
  • Replication
  • If current energy level gt aggressiveness, then
    create a new entity of same type
  • Death
  • if current energy level 0, then, die
  • Migration
  • migrate towards source of energy (user requesting
    service)
  • avoid coexisting on a node with same entity

119
Energy Seeking Entity (Simulation 1)
Entity 3 w1 .575, w2 .45, aggress 4.5
Entity 1 w1 .5, w2 .5, aggress 4
Entity 2 w1 .425, w2 .575, aggress 2.25
120
Energy Seeking Entity (Simulation 1)
Entity 3 w1 .575, w2 .45, aggress 4.5
Entity 1 w1 .5, w2 .5, aggress 4
Entity 2 w1 .425, w2 .575, aggress 2.25
121
Energy Seeking Entity (Simulation 1)
Entity 3 w1 .575, w2 .45, aggress 4.5
Entity 1 w1 .5, w2 .5, aggress 4
Entity 2 w1 .425, w2 .575, aggress 2.25
122
Energy Seeking Entity (Simulation 1)
Entity 3 w1 .575, w2 .45, aggress 4.5
Entity 1 w1 .5, w2 .5, aggress 4
Entity 2 w1 .425, w2 .575, aggress 2.25
123
Energy Seeking Entity (Simulation 1)
Entity 3 w1 .575, w2 .45, aggress 4.5
Entity 1 w1 .5, w2 .5, aggress 4
Entity 2 w1 .425, w2 .575, aggress 2.25
124
Vision
  • No central or coordinating entity exists.
  • A large number of CEs (created by millions of
    millions of Internet users), autonomously
    moving/replicating,
  • CEs contacting other CEs providing related
    services, making relationship,
  • diverse behavior policies getting created, good
    behaviors survive, bad ones die, making system
    flexible, adaptable and evolvable

125
Research Philosophy
  • Pursue 100 distributed architecture
  • no central or coordinating entities
  • no directory service
  • assume only autonomous individuals
    (cyber-entities)
  • Accept overhead
  • we gain other features (flexibility,
    adaptability, service emergence and evolution,
    etc.)

126
Research Issues
  • Identify Key Biological Concepts
  • Bio-Networking Architecture Designs
  • cyber-entity design
  • platform software design
  • Discovery Mechanisms
  • Evolution and Adaptation
  • Application Designs

127
Current Status
  • Preliminary simulations for web type service
    done
  • showed adaptability of the Bio-Net
  • Currently working on
  • theoretical study of stability conditions
  • platform design
  • application design
  • dynamic creation of user community
  • e-commerce, Internet ad applications
  • security for energy exchange

128
  • implicit service model
  • CEs sense the environment (e.g., user), and
    automatically start service when certain
    conditions are met (without an explicit request
    from a user)
  • Only the CEs within users vicinity respond and
    collaborate to provide service
  • depending on which CEs are nearby, services
    differ (no repeatability)

129
Summary
  • Bio-Net a new paradigm
  • Applications constructed using the Bio-Net are
    adaptable, evolvable, secure, survivable,
    scalable, and simple.
  • plans
  • mathematical analysis
  • simulations
  • implementations
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