Network Coding for Large Scale Content Distribution - PowerPoint PPT Presentation

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Network Coding for Large Scale Content Distribution

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Network Coding for Large Scale Content Distribution Christos Gkantsidis Georgia Institute of Technology Pablo Rodriguez Microsoft Research IEEE INFOCOM 2005 – PowerPoint PPT presentation

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Title: Network Coding for Large Scale Content Distribution


1
Network Coding for Large Scale Content
Distribution
  • Christos Gkantsidis
  • Georgia Institute of Technology

Pablo Rodriguez Microsoft Research
IEEE INFOCOM 2005
Presented by Ryan
2
Outline
  • Introduction
  • Related Works
  • Model for Cooperative Content Distribution
  • Performance Evaluation
  • Conclusion and Future Works

3
Introduction
  • Large Scale Content Distribution
  • Typical content distribution solutions
  • CDN Content Delivery Network
  • Placing dedicated equipment around the network
  • e.g. Akamai
  • Cooperative content distribution solutions
  • Self-scalable
  • Preventing sudden surge of traffic to the source
  • e.g. BitTorrent

4
Introduction
  • Network Coding
  • Allowing intermediate nodes to encode packets
  • Making optimal use of the available network
    resources

5
Introduction
  • An example
  • Without a global coordinated scheduler
  • Node B, receiving Packet 1 or 2 from Node A?

6
Introduction
  • Contributions in the Paper
  • Proposing a practical system based on network
    coding
  • Not require the knowledge of the underlying
    topology and centralized scheduling
  • Robust to extreme situations with sudden server
    and nodes departures
  • Better performance comparing to source coding and
    no encoding schemes

7
Related Works
  • Tree-Based Cooperative Systems
  • Creating and maintaining shortest-path multicast
    trees
  • Bandwidth-limited (by the bottleneck link on the
    path from the server)
  • e.g. SplitStream

8
Related Works
  • Mesh Cooperative Architectures
  • Improving the download rates by using parallel
    downloads
  • Under-utilizing the network resources (the same
    block traveling over multiple competing paths)
  • e.g. BitTorrent

9
Related Works
  • Erasure Codes
  • Reconstructing the original content of size n
    from roughly a subset of any n symbols from a
    large universe of encoded symbols
  • Network Coding
  • Based on theoretical calculations (with the
    detailed knowledge of the topology and a
    centralized scheduler)

10
The Model
  • Server
  • Dividing the file into k blocks
  • Uploading blocks at random to different clients
  • Clients (Users)
  • Collaborating with each other to assemble the
    blocks and reconstruct the original file
  • Exchanging information and data with only a small
    subset of others (neighbors)
  • Symmetric neighborhood and links

11
The Model
  • Upon arrival
  • Contacting a centralized server (like the tracker
    in BitTorrent) to get a random list of users in
    the system
  • Connecting to the returned users to construct the
    neighborhood

12
The Model
  • Content Propagation
  • 1) No Coding
  • 2) Source Coding
  • 3) Network Coding

13
The Model
  • No Coding and Source Coding
  • Based only on local information for deciding
    which block to transfer
  • Random
  • A random block
  • Local Rarest
  • The rarest block in the neighborhood

14
The Model
  • e.g. BitTorrent system
  • A combination of the Random and Local Rarest
    schemes
  • Random for the first few blocks
  • Local Rarest afterwards

15
The Model
  • Network Coding
  • The node generates and sends a linear combination
    of all the information available to it

16
The Model
  • Recovering the original file after receiving k
    blocks (associated coefficient vectors are
    linearly independent to each other)
  • Just solving the system of linear equations

17
The Model
  • Incentive Mechanisms
  • Discouraging free-riding
  • Scheme 1
  • Preference to mutual exchanges
  • Scheme 2 (Tit-for-tat)
  • Bounding the absolute difference of uploading
    minus downloading from one to another

18
Performance Evaluation
  • Round based simulator
  • Input
  • Overlay topology
  • Users upload and download capacities
  • Servers capacity
  • Capacity number of blocks that can be
    downloaded/uploaded in a single round
  • Size of file to distribute
  • Metric
  • Download finish time

19
Performance Evaluation
  • Connecting to 4 peers when joining
  • Max number of neighbors 6
  • Discovering new neighbors when the utilization of
    the download capacity is below a certain
    threshold (10)

20
Performance Evaluation
  • Homogeneous topologies
  • 200 users with capacity 1
  • Servers capacity 1
  • File size 100 blocks

No Coding
Source Coding
Network Coding
21
Performance Evaluation
  • Topologies with clusters
  • Two clusters, 100 users each
  • Capacity
  • Within cluster 8
  • Cluster to cluster 4
  • Server
  • Capacity 4
  • Departing at round 30
  • File size 100 blocks

22
Performance Evaluation
No Coding
Source Coding
Network Coding
23
Performance Evaluation
  • Heterogeneous capacities
  • 10 fast users with capacity 4
  • 190 slow users with capacity 1
  • Servers capacity 4
  • File size 400 blocks

No Coding
Source Coding
Network Coding
24
Performance Evaluation
  • Minimum finish time for the fast users 50
    rounds

25
Performance Evaluation
  • Dynamic Arrivals
  • 40 empty nodes every 20 rounds
  • Capacity 1
  • Staying in the system 10 more rounds after
    finishing
  • Servers capacity 1
  • File size 100 blocks

26
Performance Evaluation
27
Performance Evaluation
  • Robustness to node departures

28
Performance Evaluation
  • Leaving after serving 5 extra blocks
  • Network coding 100 finish
  • Source coding 40 finish
  • No coding 10 finish

Network Coding
Source Coding
No Coding
29
Performance Evaluation
  • Incentive mechanisms
  • Max difference 2 (tit-for-tat)

30
Conclusion
  • A new content distribution system
  • Not require knowledge of the whole network
    topology
  • Easy to schedule content propagation
  • Good performance in simulations
  • Download finish time
  • Robust to server and users departures
  • Avalanche a real system implementation using
    network coding

31
Future Works
  • Speed of encoding and decoding
  • Encoding O(k)
  • Decoding inverting a matrix O(k3),
    reconstructing the file O(k2)
  • Dominated by reconstruction
  • Many reads of large blocks from the harddisk
  • Protection against malicious nodes
  • Introducing arbitrary blocks
  • Making the reconstruction of the original file
    impossible

32
  • THANK YOU
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