Peer-to-Peer Computing CSC8530 – Dr. Prasad Jon A. Preston April 21, 2004 Agenda Overview of Peer-to-peer computing Parallel Downloading Peer-to-Peer Media Streaming References Collaborative Software Engineering Peer-to-Peer Computing Autonomy from centralized servers Dynamic (peers added & removed frequently) File Sharing (KaZaA – outpaces Web traffic, 3,000 terabytes, 3 million up peers) Communication (instant messenger) Computation (seti@home) Peer-to-Peer Computing (cont) De-centralized data sharing Dynamic growth of system capacity Various data lookup/discovery schemes – – – Centralized directory servers (Napster) Controlled request flooding (Gnutella) Hierarchy with supernodes (KaZaA) Heterogeneous collection of peers – Need a way of encouraging reporting of true outgoing bandwidth Worldwide Computer (P2P Computation) “Moonlight” your computer Share/lease processor and storage Process others’ simulations, etc. Archive other’s files (even when computer off) Receive micropayments for services rendered PC is component of worldwide computer “Internet-scale OS” – centralized structure – Must allocate resources, coordination, security/privacy, etc. Parallel Downloading Potential widespread utilization on P2P networks Past work shows parallel downloading (PD) has higher aggregated downloading throughput Shorter download times by clients Communication in PD Client must determine segments of file for each server request Alternative: “Tornado Code” – – – Servers keep sending until client says “enough” Requires less communication about quantity and which part of the file the client wants Does require high buffering on client (entire file) Parallel vs. Sequential Download Parallel incurs non-trivial cost – – – Synchronization Coordination Encoding/decoding Adopt PD if download performance improves significantly… Large-Scale Deployment of PD Koo et al developed a model in May 2003 that shows SD is better than PD – – – – Assumes that Capacityservers >> Capacityclients Homogenous network Analyzed average download time Performance is similar, but SD requires less overhead Peer-to-Peer Media Streaming Peer-to-peer file sharing – – Act as server and client “Open-after-download” Media Streaming – – – – “Play-while-downloading” Subset of peers “owns” a media file These peers stream media to requesting peers Recipients become supplying peers themselves Characteristics of P2P Media Streaming Systems Self-growing – requesting peers become supplying peers (total system capacity grows) Serverless – each peer is not to act as server (open large number of simultaneous/client connections) Heterogeneous – peers contribute different outbound connection bandwidths Many-to-one – many supplying peers to one realtime playing client (hard deadlines) Two Problems Media data assignment Fast amplification Media Data Assignment Given – – – Requesting peer Multiple supplying peers Heterogeneous outbound bandwidth on suppliers Determine – Subset of media to request from each supplier A B C D Variable Buffer Delays Buffer delay depends upon the ordering of which segments of the media file to obtain from each supplying peer. Fast Amplification Differential selection algorithm – – – – – Favor higher-class (higher outbound bandwidth) Ultimately benefit all requesting peers Should not starve any lower-class peer Enforced via pure distributed algorithm Probability of selection proportional to requesting peer’s promised outbound bandwidth Variable Capacity Growth Selection Algorithm Each supplying peer – – – Determines which requesting peer to serve Maintains probability vector – one entry per class of peers (class defined by bandwidth) Receives “reminders” from peers If supplier (Ps) is busy, it can receive a reminder from requesting peer (Pr) This reminder tells the supplier to remember the requesting peer (Pr) and not elevate other peers in classes below Pr when current service complete Admission Probability Vector One entry per class-i set of peers If not busy, Ps grants request of Pr with probability Pr[i], where i = class of Pr If Ps is a class-k peer, Pr[i] defined as follows – – For i < k, Pr[i] = 1.0 (favored class) For i >= k, Pr[i] = 1/(2i-k) If idle, elevate non-favored (and non-served) entries by factor of 2 (i.e. Pr[i] = Pr[i] * 2) Use reminders to effect what happens after service completed (raise or not) Making a Request Knows candidate supplying peers {Ps1, Ps2, … Psn} Pr will be admitted if it obtains permission from enough suppliers such that aggregated outbound bandwidth sufficient to service request – Requesting peer then computes media data assignment If not admitted, send “reminders” to busy supplying peers that favor Pr. Backoff exponentially. When request is finished, Pr becomes a supplying peer, increasing the overall system capacity. Differential Acceptance Results Non-differential Acceptance Results References Simon Koo, Catherine Rosenberg, Dongyan Xu, "Analysis of Parallel Downloading for Large File Distribution", Proceedings of IEEE International Workshop on Future Trends in Distributed Computing Systems (FTDCS 2003), San Juan, PR, May 2003. Dongyan Xu, Mohamed Hefeeda, Susanne Hambrusch, Bharat Bhargava, "On Peer-to-Peer Media Streaming", Proceedings of IEEE International Conference on Distributed Computing Systems (ICDCS 2002), Wien, Austria, July 2002 Ripeanu, M. Peer-to-peer architecture case study: Gnutella network. In International Conference on Peer-to-peer Computing (2001). J. Kangasharju, K.W. Ross, D. Turner, Adaptive Content Management in Structured P2P Communities, 2002, http://cis.poly.edu/~ross/papers/AdaptiveContentManagement.pdf Androutsellis-Theotokis S. Whitepaper: A Survey of Peer-to-Peer File Sharing Technologies, Athens University of Economics and Business, Greece, 2002. Collaborative Software Engineering Overview of Collaborative Computing Synchronous and Asynchronous Notification Algorithms Distributed Mutex Achieving “undo” and “redo” Transparencies vs. Awareness Distributed Software Engineering Overview of Collaborative Computing Utilize computing to improve workflow and coordination/communication – – – – Shared displays/applications Online meetings Collaborative development (configuration management) Minimize impact of physical distance Collaboratories – Emulate scientific labs Synchronous and Asynchronous Synchronous – – – Same time, different place ICQ, Chat, etc. Can store session Asynchronous – – – Different time, same/different place Email, newsgroups, web forums Store session, replay Notification Algorithms Unicast – Multicast – – Significant bandwidth consumption Network flooding Frequency – – Latency potential issue Synchronous implies high frequency of change notifications Asynchronous implies low frequency of change notifications Granularity – – Differentials or whole state How to incorporate new users (latecomers) Distributed Mutex Token-based – – – Only the process that holds the token can enter the critical section Transmission of token algorithm (round-robin, hold & wait for request) How does a process know where to request token? Permission-based – – – Sends request to enter CS to other processes Other processes get to “vote” Process enters CS only if it achieves enough votes Achieving “undo” and “redo” Particularly important in collaborative systems – – High level of “what if” inherent in the system Others might adversely affect someone else’s work In OO-based systems, undo and redo are inverses of each other In text-based systems, insert and delete are inverses of each other In bitmap-based systems, undo and redo are not so easy – – Save entire image (too much space) Save only differential area (replay sequence of actions to recreate state) Transparencies vs. Awareness Does the application know about the collaboration or not? – Transparencies – Communication layer sits on top of the application Useful for sharing legacy systems Have no access to source (or cannot modify it) Negative – no concurrency (one input/output at a time) Aware Applications Collaboration integrated into the application Requires centralized execution with distributed I/O Or requires a homogeneous architecture (same client on each users’ machine) Distributed Software Engineering Synchronous and asynchronous collaboration Provide meta view of others in system Allow for viewing of entire current system Fine-grain source locking/check-out Provide sandbox for developers to test/build local source How do we improve concurrency? Handling Concurrent Development Split-combine (low level of concurrent development) Copy-merge (high level of concurrency, problematic to merge)