PRIME: Peer-to-Peer Receiver-Driven Mesh-Based Streaming

PRIME: Peer-to-Peer Receiver-Driven Mesh-Based Streaming
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DOI:
10.1109/tnet.2008.2007434
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发表时间:
2009-08-01
影响因子:
3.7
通讯作者:
Rejaie, Reza
Rejaie, Reza
中科院分区:
计算机科学2区
文献类型:
--
作者:
Magharei, Nazanin;Rejaie, Reza

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BitTorrent等文件集群机制的成功推动了一种新的实时内容可伸缩流传输方法,我们称之为基于网格的对等(P2P)流传输。在这种方法中,参与的终端系统(或对等点)形成一个随机连接的网状网,并结合成群的内容交付来流传输实时内容。尽管这种方法越来越流行,但基于网格的P2P流媒体的基本设计权衡和基本的性能瓶颈都没有得到很好的理解。Prime的主要设计目标是最小化两个性能瓶颈,即带宽瓶颈和内容瓶颈。我们表明,每一段实时内容的全球交付模式应该包括一个扩散阶段,然后是一个集群阶段。这可以有效地利用可用资源来适应可扩展性,并最大限度地减少内容瓶颈。通过包级仿真,我们仔细研究了覆盖连通性、各个节点的包调度方案以及源行为对系统整体性能的影响。我们的结果揭示了基于网格的P2P流媒体对直播内容的基本设计权衡。
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.