1 V1-Filename.ppt / 2008-10-22 / Jukka K. Nurminen Peer-to-peer T-110.7100 Applications and Services in Internet, Fall 2008 Jukka K. Nurminen.

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1 V1-Filename.ppt / / Jukka K. Nurminen Peer-to-peer T Applications and Services in Internet, Fall 2008 Jukka K. Nurminen

/ Jukka K. Nurminen Schedule Wed Introduction to P2P (example P2P systems, history of P2P, what is P2P) Wed Unstructured content search (Napster, Gnutella, Kazaa) Structured content search (DHT) Wed Content delivery (BitTorrent and CoolStreaming) Mobile P2P

/ Jukka K. Nurminen Azureus BitTorrent client

/ Jukka K. Nurminen BearShare

/ Jukka K. Nurminen Symbian S60 versions: Symella and SymTorrent

/ Jukka K. Nurminen Skype How skype works:

/ Jukka K. Nurminen (setiathome.berkeley.edu) Currently the largest distributed computing effort with over 3 million users is a scientific experiment that uses Internet-connected computers in the Search for Extraterrestrial Intelligence (SETI). You can participate by running a free program that downloads and analyzes radio telescope data.

/ Jukka K. Nurminen (

/ Jukka K. Nurminen PPLive, TVU, … “PPLive is a P2P television network software that famous all over the world. It has the largest number of users, the most extensive coverage in internet.” Source: iResearch, August, 2008 PPLive 100 million downloads of its P2P streaming video client 24 million users per month access to 900 or so live TV channels 200 individual advertisers this year alone

/ Jukka K. Nurminen Joost

/ Jukka K. Nurminen P2P Streaming in China CompanyMillions of users per month PPLive24 PPStream23.5 QQLive17 UUSee10 Tudou7 Source: iResearch PPLive 100 million downloads of its P2P streaming video client 24 million users per month access to 900 or so live TV channels 200 individual advertisers this year alone

/ Jukka K. Nurminen WoW Distribution of patches and software

/ Jukka K. Nurminen Wireless Sensor Networks P2P aspects Autonomous operation Energy efficient communication Military & natural science application Business potential?

/ Jukka K. Nurminen P2P Protocols: 1999: Napster 2000: Gnutella, eDonkey 2001: Kazaa 2002: eMule, BitTorrent 2003: Skype 2004: PPLive 2005: TVKoo, TVAnts, PPStream, SopCast… 2006: WoW distribution via P2P 2007: Joost, Vuze Next: Gaming, mobile P2P File Download Streaming Telephony Video-on-Demand Gaming Application type: Evolution of P2P via example applications

/ Jukka K. Nurminen Rise of P2P P2P data currently represents 44.0% of all consumer traffic over the Internet and 33.6% in North America. Much of this data is audio and video files (over 70%). P2P Traffic to Grow Almost 400% over the Next 5 Years legitimate P2P traffic is expected to grow 10 times as fast as illicit P2P traffic Multimedia Intelligence, November : Napster, first widely used p2p-application P2P represented ~65% of Internet traffic at end 2006, CacheLogic 2007

/ Jukka K. Nurminen Development of P2P Applications Data source: Traffic portions of the different P2P applications and protocols from the traffic measured per week in the Abilene backbone from until

/ Jukka K. Nurminen Driving Forces Behind Peer-to-Peer Development of the terminal capabilities: 1992: Average hard disk size: ~0.3Gbyte Average processing power (clock frequency) of personal computers: ~ 100MHz : Average processing power (clock frequency) of personal computers: ~ 3GHz Average hard disk size: 100 Gbyte  Personal computers have capabilities comparable to servers in the 1990s 2007: Nokia N95 mobile phone ARM9 ~1GHz clock frequency Up to 2GB external Micro SD Development of the communication networks: Early 1990s: private users start to connect to the Internet via 56kbps modem connections 1999 Introduction of DSL and ADSL connections Data rates of up to 8.5Mbps via common telephone connections become available The deregulation of the telephone market shows first effects with significantly reduced tariffs, due to increased competition on the last mile  bandwidth is plentiful and cheap! 2007 Nokia N95 HSDPA 1.8 Mbps

/ Jukka K. Nurminen Definition of Peer-to-peer (or P2P) A peer-to-peer (or P2P) computer network is a network that relies primarily on the computing power and bandwidth of the participants in the network rather than concentrating it in a relatively small number of servers. A pure peer-to-peer network does not have the notion of clients or servers, but only equal peer nodes that simultaneously function as both "clients" and "servers" to the other nodes on the network. This model of network arrangement differs from the client-server model where communication is usually to and from a central server. Taken from the wikipedia free encyclopedia -

/ Jukka K. Nurminen Why is P2P so successful? Scalable – It’s all about sharing resources No need to provision servers or bandwidth Each user brings its own resource E.g. resistant to flash crowds flash crowd = a crowd of users all arriving at the same time capacity Resources could be: Files to share; Upload bandwidth; Disk storage;…

/ Jukka K. Nurminen Why is P2P so successful? (cont’d) Cheap - No infrastructure needed Everybody can bring its own content (at no cost) Homemade content Ethnic content Illegal content But also legal content … High availability – Content accessible most of time

/ Jukka K. Nurminen Client/Server: Poor scalability 3 bottlenecks 1. Server load 2. Edge capacity 3. End-to-end bandwidth (Streaming TV quality picture to 4000 users would require 3 Gbps outbound bandwidth)

/ Jukka K. Nurminen Collaborative Communications Through cooperation, data transfer from the server can be reduced. Releases some or all of the bottlenecks. “The server workload is reduced by 41% even when users share only videos while they are watching. When users share videos for one day, the server workload reduces by a tremendous 98.7%, compared to a client-server approach.” Cha, M., Kwak, H., Rodriguez, P., Ahn, Y., and Moon, S I tube, you tube, everybody tubes: analyzing the world's largest user generated content video system. In Proceedings of the 7th ACM SIGCOMM Conference on internet Measurement (San Diego, California, USA, October , 2007).

/ Jukka K. Nurminen Some P2P research topics Anonymity Content distribution (downloading, streaming) Incentives Trust and reputation Content search (unstructured, structured) Applications Mobile use Self-organization Science of networks P2P middleware Security Copyrights Business models