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An Empirical Study of Flash Crowd Dynamics in a P2P-based Live Video Streaming System

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Title: An Empirical Study of Flash Crowd Dynamics in a P2P-based Live Video Streaming System


1
An Empirical Study of Flash Crowd Dynamics in a
P2P-based Live Video Streaming System
  • Bo Li, Gabriel Y. Keung, Susu Xie, Fangming Liu,
    Ye Sun, and Hao Yin
  • Email lfxad_at_cse.ust.hk
  • Hong Kong University of Science Technology
  • Dec 2, 2008 _at_ IEEE GLOBECOM, New Orleans

2
Overview Internet Video Streaming
  • Enable video distribution from any place to
    anywhere in the world in any format

3
  • Cont.
  • Recently, significant deployment in adopting
    Peer-to-Peer (P2P) technology for Internet live
    video streaming
  • Protocol design Overcast, CoopNet, SplitStream,
    Bullet, and etc.
  • Real deployment ESM, CoolStreaming, PPLive, and
    etc.
  • Key
  • Requires minimum support from the
    infrastructure

Easy to deploy
  • Greater demands also generate more resources
    Each peer not only downloading the video content,
    but also uploading it to other participants

Good scalability
4
Challenges
  • Real-time constraints, requiring timely and
    sustained streaming delivery to all participating
    peers
  • Performance-demanding, involving bandwidth
    requirements of hundreds of kilobits per second
    and even more for higher quality video
  • Large-scale and extreme peer dynamics,
    corresponding to tens of thousands of users
    simultaneously participating in the streaming
    with highly peer dynamics (join and leave at
    will)
  • especially flash crowd

Real-time constraints
Performance-demanding
Large-scale and extreme peer dynamics
5
Motivation
  • Challenge Large-scale extreme peer dynamics
  • Current P2P live streaming systems still suffer
    from potentially
  • long startup delay unstable streaming
    quality
  • Especially under realistic challenging scenarios
    such as flash crowd
  • Flash crowd
  • A large increase in the number of users joining
    the streaming in a short period of time (e.g.,
    during the initial few minutes of a live
    broadcast program)
  • Difficult to quickly accommodate new peers within
    a stringent time constraint, without
    significantly impacting the video streaming
    quality of existing and newly arrived peers
  • Different from file sharing

6
Focus
  • Cont.
  • Little prior study on the detailed dynamics of
    P2P live streaming systems during flash crowd and
    its impacts
  • E.g., Hei et al. measurement on PPLive, the
    dynamic of user population during the annual
    Spring Festival Gala on Chinese New Year

How to capture various effects of flash crowd in
P2P live streaming systems?
What are the impacts from flash crowd on user
experience behaviors, and system scale?
What are the rationales behind them?
7
Outline
  • System Architecture
  • Measurement Methodology
  • Important Results
  • Short Sessions under Flash Crowd
  • User Retry Behavior under Flash Crowd
  • System Scalability under Flash Crowd
  • Summary

8
Some Facts of CoolStreaming System
  • CoolStreaming
  • Cooperative Overlay Streaming
  • First released in 2004
  • Roxbeam Inc. received USD 30M investment, current
    through YahooBB, the largest video streaming
    portal in Japan

Download 2,000,000
Average online user 20,000
Peak-time online user 150,000
Google entries (keyword Coolstreaming) 400,000
9
CoolStreaming System Architecture
  • Membership manager
  • Maintaining partial view of the overlay gossip
  • Partnership manager
  • Establishing maintaining TCP connections
    (partnership) with other nodes
  • Exchanging the data availability Buffer Map (BM)
  • Stream manager
  • Providing stream data to local player
  • Making decision where and how to retrieve stream
    data
  • Hybrid Push Pull

10
Mesh-based (Data-driven) Approaches
  • No explicit structures are constructed and
    maintained
  • e.g., Coolstreaming, PPLive
  • Data flow is guided by the availability of data
  • Video stream is divided into segments of uniform
    length, availability of segments in the buffer of
    a peer is represented by a buffer map (BM)
  • Periodically exchange data availability info with
    a set of partners (partial view of the overlay)
    and retrieves currently unavailable data from
    each other
  • Segment scheduling algorithm determines which
    segments are to be fetched from which partners
    accordingly
  • Overhead delay peers need to explore the
    content availability with one another, which is
    usually achieved with the use of gossip protocol

11
Measurement Methodology
  • Each user reports its activities internal
    status to the log server periodically
  • Using HTTP, peer log compacted into parameter
    parts of the URL string
  • 3 types of status report
  • QoS report
  • of video data missing the playback deadline
  • Traffic report
  • Partner report
  • 4 events of each session
  • Join event
  • Start subscription event
  • Media player ready event
  • receives sufficient data to start playing
  • Leave event

12
Log Data Collection
  • Real-world traces obtained from a live event
    broadcast in Japan Yahoo using the CoolStreaming
    system
  • A sport channel on Sept. 27, 2006 (24 hours)
  • Live baseball game broadcast at 1800
  • Stream bit-rate is 768 Kbps
  • 24 dedicated servers with 100 Mbps connections

13
How to capture flash crowd effects?
  • Two key measures
  • Short session distribution
  • Counts for those that either fail to start
    viewing a program or the service is disrupted
    during flash crowd
  • Session duration is the time interval between a
    user joining and leaving the system
  • User retry behavior
  • To cope with the possible service disruption
    often observed during flash crowd, each peer can
    re-connect (retry) to the program

14
Short Sessions under Flash Crowd
  • Filter out normal sessions (i.e., users who
    successfully join the program)
  • Focus on short sessions with the duration lt 120
    sec and 240 sec
  • No. short session increases significantly at
    around 1800 when flash crowd
  • occurs with a large number of peers joining the
    live broadcast program

15
Strong Correlation Between the Number of Short
Sessions and Peer Joining Rate
16
What are the rationales behind these observations?
  • Relevant factors
  • User client connection fault
  • Insufficient uploading capacity from at least one
    of the parents
  • Poor sustainable bandwidth at beginning of the
    stream subscription
  • Long waiting time (timeout) for cumulating
    sufficient video content at playback buffer
  • Newly coming peers do not have adequate content
    to share with others, thus
  • initially they can only consume the uploading
    capacity from existing peers
  • With partial knowledge (gossip), the delay to
    gather enough upload
  • bandwidth resources among peers and the heavy
    resource competition
  • could be the fundamental bottleneck

17
Approximate User Impatient Time
  • In face of poor playback continuity, users either
    reconnect or opt to leave
  • Compare the total downloaded
  • bytes of a session with the expected
  • total playback video bytes
  • according to the session duration
  • Extract sessions with insufficient
  • download bytes
  • The avg. user impatient time
  • is between 60s to 120s

18
User Retry Behavior under Flash Crowd
  • Retry rate count the NO. peers that opt to
    re-join to the overlay
  • with same IP address and port per unit time
  • User perspective
  • playback could be restored
  • System perspective
  • amplify the join rates
  • Users could have tried many times to successfully
    start a video session
  • Again shows that flash crowd has significant
    impact on the initial
  • joining phase

19
System Scalability under Flash Crowd
Media player ready
Received sufficient data to start playing
Successfully joined
20
Media Player Ready Time under different time
period
  • Considerably longer during the period
  • when the peer join rate is higher

21
Scale-Time Relationship
  • System perspective
  • Though there could be enough aggregate resources
    brought by newly coming peers, cannot be utilized
    immediately
  • It takes time for the system to exploit such
    resources
  • i.e., newly coming peers (with partial view of
    overlay) need to find consume existing
    resources to obtain adequate content for startup
    and contribute to others
  • User perspective
  • Cause long startup delay disrupted streaming
    (thus short session, retry, impatience)
  • Future work

System scale
Amount of initial buffering
???
  • Long ? startup delay
  • Short ? continuity

22
Summary
  • Based on real-world measurement, capture flash
    crowd effects
  • The system can scale up to a limit during the
    flash crowd
  • Strong correlation between the number of short
    sessions and joining rate
  • The user behavior during flash crowd can be best
    captured by the number of short sessions, retries
    and the impatient time
  • Relevant rationales behind these findings

23
Future work
  • Modeling to quantify and analyze flash crowd
    effects
  • Correlation among initial system capacity, the
    user joining rate/startup delay, and system
    scale?
  • Intuitively, a larger initial system size can
    tolerate a higher joining rate
  • Challenge how to formulate the factors and
    performance gaps relevant to partial knowledge
    (gossip)?

24
  • Based on the above study, perhaps more
    importantly for practical
  • systems, how can servers help alleviate the flash
    crowd problem, i.e.,
  • shorten users startup delays, boost system
    scaling?
  • Commercial systems have utilized self-deployed
    servers or CDN
  • Coolstreaming, Japan Yahoo, 24 servers in
    different regions that allowed users to join a
    program in order of seconds
  • PPLive is utilizing the CDN services
  • On measurement, examine what real-world systems
    do and experience
  • On technical side, derive the relationship between

25
References
  • "Inside the New Coolstreaming Principles,
    Measurements and Performance Implications,"
  • B. Li, S. Xie, Y. Qu, Y. Keung, C. Lin, J. Liu,
    and X. Zhang,
  • in Proc. of IEEE INFOCOM, Apr. 2008.
  • "Coolstreaming Design, Theory and Practice,"
  • Susu Xie, Bo Li, Gabriel Y. Keung, and Xinyan
    Zhang,
  • in IEEE Transactions on Multimedia, 9(8)
    1661-1671, December 2007
  • "An Empirical Study of the Coolstreaming
    System,"
  • Bo Li, Susu Xie, Gabriel Y. Keung, Jiangchuan
    Liu, Ion Stoica, Hui Zhang, and Xinyan Zhang,
  • in IEEE Journal on Selected Areas in
    Communications, 25(9)1-13, December 2007

26
QA
  • Thanks !

27
  • Additional Info Results

28
Comparison with the first release
  • The initial system adopted a simple pull-based
    scheme
  • Content availability information exchange using
    buffer map
  • Per block overhead
  • Longer delay in retrieving the video content
  • Implemented a hybrid pull and push mechanism
  • Pushed by a parent node to a child node except
    for the first block
  • Lower overhead associated with each video block
    transmission
  • Reduces the initial delay and increases the video
    playback quality
  • Multiple sub-stream scheme is implemented
  • Enables multi-source and multi-path delivery for
    video streams
  • Gossip protocol was enhanced to handle the push
    function
  • Buffer management and scheduling schemes are
    re-designed to deal with the dissemination of
    multiple sub-streams

29
Gossip-based Dissemination
  • Gossip protocol - used in BitTorrent
  • Iteration
  • Nodes send messages to random sets of nodes
  • Each node does similarly in every round
  • Messages gradually flood the whole overlay
  • Pros
  • Simple, robust to random failures, decentralized
  • Cons
  • Latency trade-off
  • Related to Coolstreaming
  • Updated membership content
  • Multiple sub-streams

30
Multiple Sub-streams
  • Video stream is divided into blocks
  • Each block is assigned a sequence number
  • An example of stream decomposition
  • Adoption of the gossip concept from P2P
    file-sharing application

31
Buffering
  • Synchronization Buffer
  • Received block firstly put into Syn. Buffer for
    corresponding sub-stream
  • Blocks with continuous sequence number will be
    combined
  • Cache Buffer
  • Combined blocks are stored in Cache Buffer

32
Comparison with the 1st release (II)
33
Comparison with the 1st release (III)
34
Parent-children and partnership
  • Partners are connected with TCP connections
  • Parents are supporting video streams to children
    by TCP connection

35
System Dynamics
36
Peer Join and Adaptation
  • Stream bit-rate normalized to ONE
  • Two Sub-streams
  • Weight of node is outgoing bandwidth
  • Node E is newly arrival

37
Peer Adaptation
38
Peer Adaptation in Coolstreaming
  • Inequality (1) is used to monitor the buffer
    status of received sub-streams for node A
  • If this inequality does not hold, it implies that
    at least one sub-stream is delayed beyond
    threshold value Ts
  • Inequality (2) is used to monitor the buffer
    status in the parents of node A
  • If this inequality does not hold, it implies that
    the parent node is considerably lagging behind in
    the number of blocks received when comparing to
    at least one of the partners, which currently is
    not a parent node for the given node A

39
User Types Distribution
40
Contribution Index
41
Conceptual Overlay Topology
  • Source node O
  • Super-peers
  • A, B, C, D
  • Moderate-peers
  • a
  • Casual-peers
  • b, c, d

42
Event Distributions
43
Media Player Ready Time under different time
period
44
Session Distribution
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