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199
Incentives Build Robustness in BitTorrent
, 2003
"... The BitTorrent file distribution system uses tit-for-tat as a method of seeking pareto efficiency. It achieves a higher level of robustness and resource utilization than any currently known cooperative technique. We explain what BitTorrent does, and how economic methods are used to achieve that goal ..."
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Cited by 1045 (1 self)
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The BitTorrent file distribution system uses tit-for-tat as a method of seeking pareto efficiency. It achieves a higher level of robustness and resource utilization than any currently known cooperative technique. We explain what BitTorrent does, and how economic methods are used to achieve that goal.
Informed Content Delivery Across Adaptive Overlay Networks
, 2002
"... Overlay networks have emerged as a powerful and highly flexible method for delivering content. We study how to optimize through-put of large, multipoint transfers across richly connected overlay networks, focusing on the question of what to put in each transmit-ted packet. We first make the case for ..."
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Cited by 247 (8 self)
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Overlay networks have emerged as a powerful and highly flexible method for delivering content. We study how to optimize through-put of large, multipoint transfers across richly connected overlay networks, focusing on the question of what to put in each transmit-ted packet. We first make the case for transmitting encoded content in this scenario, arguing for the digital fountain approach which en-ables end-hosts to efficiently restitute the original content of size n from a subset of any n symbols from a large universe of encoded symbols. Such an approach affords reliability and a substantial de-gree of application-level flexibility, as it seamlessly tolerates packet loss, connection migration, and parallel transfers. However, since the sets of symbols acquired by peers are likely to overlap substan-tially, care must be taken to enable them to collaborate effectively. We provide a collection of useful algorithmic tools for efficient es-timation, summarization, and approximate reconciliation of sets of symbols between pairs of collaborating peers, all of which keep messaging complexity and computation to a minimum. Through simulations and experiments on a prototype implementation, we demonstrate the performance benefits of our informed content de-livery mechanisms and how they complement existing overlay net-work architectures.
Peer-to-Peer Support for Massively Multiplayer Games
, 2004
"... We present an approach to support massively multi-player games on peer-to-peer overlays. Our approach exploits the fact that players in MMGs display locality of interest, and therefore can form self-organizing groups based on their locations in the virtual world. To this end, we have designed scalab ..."
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Cited by 244 (2 self)
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We present an approach to support massively multi-player games on peer-to-peer overlays. Our approach exploits the fact that players in MMGs display locality of interest, and therefore can form self-organizing groups based on their locations in the virtual world. To this end, we have designed scalable mechanisms to distribute the game state to the participating players and to maintain consistency in the face of node failures. The resulting system dynamically scales with the number of online players. It is more flexible and has a lower deployment cost than centralized games servers. We have implemented a simple game we call SimMud, and experimented with up to 4000 players to demonstrate the applicability of this approach.
Towards a Common API for Structured Peer-to-Peer Overlays
- INTERNATIONAL WORKSHOP ON PEER-TO-PEER SYSTEMS
, 2003
"... In this paper, we describe an ongoing effort to define common APIs for structured peer-to-peer overlays and the key abstractions that can be built on them. In doing so, we hope to facilitate independent innovation in overlay protocols, services, and applications, to allow direct experimental comp ..."
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Cited by 241 (9 self)
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In this paper, we describe an ongoing effort to define common APIs for structured peer-to-peer overlays and the key abstractions that can be built on them. In doing so, we hope to facilitate independent innovation in overlay protocols, services, and applications, to allow direct experimental comparisons, and to encourage application development by third parties. We provide a snapshot of our efforts and discuss open problems in an effort to solicit feedback from the research community.
Resilient Peer-to-Peer Streaming
- IN PROC. OF IEEE ICNP
, 2003
"... We consider the problem of distributing "five" streaming media content to a potentially large and highly dynamic population of hosts. Peer-to-peer content distribution is attractive in this setting because the bandwidth available to serve content scales with demand. A key challenge, howeve ..."
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Cited by 182 (4 self)
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We consider the problem of distributing "five" streaming media content to a potentially large and highly dynamic population of hosts. Peer-to-peer content distribution is attractive in this setting because the bandwidth available to serve content scales with demand. A key challenge, however, is making content distribution robust to peer transience. Our approach to providing robustness is to introduce redundancy, both in network paths and in data. We use multiple, diverse distribution trees to provide redundancy in network paths and multiple description coding (MDC) to provide redundancy in data. We present
PROMISE: Peer-to-Peer Media Streaming Using CollectCast
, 2003
"... We present the design, implementation, and evaluation of PROMISE, a novel peer-to-peer media streaming system encompassing the key functions of peer lookup, peer-based aggregated streaming, and dynamic adaptations to network and peer conditions. Particularly, PROMISE is based on a new application l ..."
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Cited by 172 (12 self)
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We present the design, implementation, and evaluation of PROMISE, a novel peer-to-peer media streaming system encompassing the key functions of peer lookup, peer-based aggregated streaming, and dynamic adaptations to network and peer conditions. Particularly, PROMISE is based on a new application level P2P service called CollectCast. CollectCast performs three main functions: (1) inferring and leveraging the underlying network topology and performance information for the selection of senders; (2) monitoring the status of peers and connections and reacting to peer/connection failure or degradation with low overhead; (3) dynamically switching active senders and standby senders, so that the collective network performance out of the active senders remains satisfactory. Based on both real-world measurement and simulation, we evaluate the performance of PROMISE, and discuss lessons learned from our experience with respect to the practicality and further optimization of PROMISE.
The Feasibility of Supporting Large-Scale Live Streaming Applications with Dynamic Application End-Points
- In Proceedings of ACM SIGCOMM
, 2004
"... While application end-point architectures have proven to be viable solutions for large-scale distributed applications such as distributed computing and file-sharing, there is little known about its feasibility for more bandwidth-demanding applications such as live streaming. Heterogeneity in bandwid ..."
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Cited by 149 (4 self)
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While application end-point architectures have proven to be viable solutions for large-scale distributed applications such as distributed computing and file-sharing, there is little known about its feasibility for more bandwidth-demanding applications such as live streaming. Heterogeneity in bandwidth resources and dynamic group membership, inherent properties of application end-points, may adversely affect the construction of a usable and efficient overlay. At large scales, the problems become even more challenging. In this paper, we study one of the most prominent architectural issues in overlay multicast: the feasibility of supporting large-scale groups using an application end-point architecture. We look at three key requirements for feasibility: (i) are there enough resources to construct an overlay, (ii) can a stable and connected overlay be maintained in the presence of group dynamics, and (iii) can an efficient overlay be constructed? Using traces from a large content delivery network, we characterize the behavior of users watching live audio and video streams. We show that in many common real-world scenarios, all three requirements are satisfied. In addition, we evaluate the performance of several design alternatives and show that simple algorithms have the potential to meet these requirements in practice. Overall, our results argue for the feasibility of supporting largescale live streaming using an application end-point architecture.
PRIME: Peer-to-peer Receiver-drIven MEsh-based Streaming
- In Proceedings of the IEEE Conference on Computer Communications (INFOCOM’07
, 2007
"... Abstract—The success of file swarming mechanisms such as BitTorrent has motivated a new approach for scalable streaming of live content that we call mesh-based Peer-to-Peer (P2P) streaming. In this approach, participating end-systems (or peers) form a randomly connected mesh and incorporate swarming ..."
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Cited by 140 (4 self)
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Abstract—The success of file swarming mechanisms such as BitTorrent has motivated a new approach for scalable streaming of live content that we call mesh-based Peer-to-Peer (P2P) streaming. In this approach, participating end-systems (or peers) form a randomly connected mesh and incorporate swarming content delivery to stream live content. Despite the growing popularity of this approach, neither the fundamental design tradeoffs nor the basic performance bottlenecks in mesh-based P2P streaming are well understood. In this paper, we follow a performance-driven approach to design PRIME, a scalable mesh-based P2P streaming mechanism for live content. The main design goal of PRIME is to minimize two performance bottlenecks, namely bandwidth bottleneck and content bottleneck. We show that the global pattern of delivery for each segment of live content should consist of a diffusion phase which is followed by a swarming phase. This leads to effective utilization of available resources to accommodate scalability and also minimizes content bottleneck. Using packet level simulations, we carefully examine the impact of overlay connectivity, packet scheduling scheme at individual peers and source behavior on the overall performance of the system. Our results reveal fundamental design tradeoffs of mesh-based P2P streaming for live content. Index Terms—Communication systems, computer networks, multimedia communication, multimedia systems, Internet. I.
Early Experience with an Internet Broadcast System Based on Overlay Multicast
, 2003
"... In this paper, we report on experience in building and deploying an operational Internet broadcast system based on Overlay Multicast. In over a year, the system has been providing a cost-e#ective alternative for Internet broadcast, used by over 3600 users spread across multiple continents in home, a ..."
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Cited by 134 (16 self)
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In this paper, we report on experience in building and deploying an operational Internet broadcast system based on Overlay Multicast. In over a year, the system has been providing a cost-e#ective alternative for Internet broadcast, used by over 3600 users spread across multiple continents in home, academic and commercial environments. Technical conferences and special interest groups are the early adopters. Our experience confirms that Overlay Multicast can be easily deployed and can provide reasonably good application performance. The experience has led us to identify first-order issues that are guiding our future e#orts and are of importance to any Overlay Multicast protocol or system. Our key contributions are (i) enabling a real Overlay Multicast application and strengthening the case for overlays as a viable architecture for enabling group communication applications on the Internet, (ii) the details in engineering and operating a fully functional streaming system, addressing a wide range of real-world issues that are not typically considered in protocol design studies, and (iii) the data, analysis methodology, and experience that we are able to report given our unique standpoint.
Improving traffic locality in bittorrent via biased neighbor selection
- in ICDCS ’06: Proceedings of the 26th IEEE International Conference on Distributed Computing Systems
, 2006
"... Peer-to-peer (P2P) applications such as BitTorrent ignore traffic costs at ISPs and generate a large amount of cross-ISP traffic. As a result, ISPs often throttle BitTorrent traffic to control the cost. In this paper, we examine a new approach to enhance BitTorrent traffic locality, biased neighbor ..."
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Cited by 128 (0 self)
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Peer-to-peer (P2P) applications such as BitTorrent ignore traffic costs at ISPs and generate a large amount of cross-ISP traffic. As a result, ISPs often throttle BitTorrent traffic to control the cost. In this paper, we examine a new approach to enhance BitTorrent traffic locality, biased neighbor selection, in which a peer chooses the majority, but not all, of its neighbors from peers within the same ISP. Using simulations, we show that biased neighbor selection maintains the nearly optimal performance of Bit-Torrent in a variety of environments, and fundamentally reduces the cross-ISP traffic by eliminating the traffic’s linear growth with the number of peers. Key to its performance is the rarest first piece replication algorithm used by Bit-Torrent clients. Compared with existing locality-enhancing approaches such as bandwidth limiting, gateway peers, and caching, biased neighbor selection requires no dedicated servers and scales to a large number of BitTorrent networks. 1