Presentation is loading. Please wait.

Presentation is loading. Please wait.

D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University.

Similar presentations


Presentation on theme: "D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University."— Presentation transcript:

1 D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University

2 2 Three Major Projects Measurement analysis of networks Sensor networks Distributed virtual reality

3 3 Measurement/Analysis of Networks Selfish TCP behavior Bottleneck discovery Scaling properties of the Internet Multihoming People:  Aditya Akella, Jeff Pang, Bruce Maggs and Srinivasan Seshan  Anees Shaikh (IBM)

4 4 Measuring the Internet from Everywhere What could you learn if you could…  Have a machine in almost every ISP  Collect routing information (E-BGP/I-BGP) from these ISPs  Be part of a significant fraction of all Web transfers  Be queried by almost every DNS server in the world We have access to such a testbed  Akamai

5 5 Bottleneck Discovery Where are bottlenecks in the Internet?  Ignoring access links What is the capacity of these bottlenecks? Initial results  There is a lot of available bandwidth in the Internet today > 45Mbps on 50% of paths!  Quantified relative benefit of using larger Tier-1 ISPs over smaller ISPs  Internal ISP links are bottlenecks more often than expected  Peering between ISPs not as significant a bottleneck as expected Stub More ISPs ISP1 Stub ISP2 Stub Bottlenecks?

6 6 Scaling Properties of the Internet How will these bottlenecks change over time? Analyzing the combination of Internet topology and routing Identifying changes that are needed to make the Internet scale with hardware improvements from Moore’s law Initial results  Congestion scales poorly in Internet-like graphs  Policy-routing does not worsen the congestion  Alleviation possible via simple, straight-forward mechanisms Congested hot-spots Uniformly scale all capacities? Scale some links faster? Moore’s-law like scaling sufficient?

7 7 Multihoming How can stub networks like CMU route traffic around bottlenecks? Using multiple ISPs can…  Improve performance and reliability of Internet connectivity  Make Internet routing robust to failures and attacks But need…  Techniques for stub domains to choose providers  Monitoring tools to track changes in Internet performance  Dynamic control over chosen routes ISP 2ISP 1 Internet CMU Destination The effective use of multiple ISPs (multihoming) by stub networks

8 8 Multihoming In a given metro area…  What maximum performance benefits can multihoming offer?  How can multihomed networks realize these benefits in practice? Initial results  Multihoming helps, but not much beyond 4 providers  Careful choice necessary  Cannot just pick top individual performers  Performance can be 50% worse for a poor choice of providers Future work  Reasons for observed performance benefit  can we relate route/ISP selection to bottleneck observations?  Impact of ISP cost structure  what is the best choices for a given cost?  How will Internet operation be affected by such “smart” routing?

9 9 Sensor Networks IrisNet People:  Suman Nath, Yan Ke, and Srinivasan Seshan  Phil Gibbons, Babu Pillai, Rahul Sukthankar (Intel Research)

10 10 What if Sensors Were Everywhere? Persistent queries/triggered actions Characterization of human activity Is the cafeteria busy? Where’s Fred? Person Locator System Show an image when you hear a honk Network monitoring Packet sniffers as sensors

11 11 Sensor Services Need: infrastructure to simplify creation of sensor- enriched services Remove deployment overhead  Provide a common shared infrastructure of sensors Automate common tasks  Sensor reading collection and storage  Efficient query processing over readings  Address privacy concerns of users

12 12 Sensor Networks mote hardware TinyOS, TinyDB, etc. campus-scale minimal sensor processing energy is a key concern scalar sensors narrowly focused services ad hoc wireless connectivity IrisNet PCs/PDAs Linux, Java, XML, C++ Internet-scale intensive sensor processing powered nodes multimedia sensors wide variety of services direct Internet connectivity IrisNet: Internet-scale Resource- Intensive Sensor Network Services

13 13 Example: Parking Space Finder A distributed database maintains  Spot availability data  Address of parking spot  Meter description  Historical availability data Query: Where is the cheapest empty parking spot near school?  Returns driving directions to the best spot

14 14 IrisNet Architecture University Downtown Hill District Internet Parking Space Finder Organizing Agents Sensing Agents Person Finder Organizing Agents Amy-JohnKim-SteveTom-Zoe Sensing Agents

15 15 Design Decisions Sensor feeds processed in application specific way near source  Reduces demand on network  Requires relatively intensive processing on sensor device Distributed, hierarchical XML database stores readings  Accommodates frequent updates to different readings  XML supports hierarchical and heterogeneous/evolving description of data  Hierarchical organization enables scalability and rich query styles Challenges in database processing, image processing & distributed systems

16 16 Distributed Virtual Reality Distributed multiplayer games People:  Ashwin Bharambe, Jeff Pang and Srinivasan Seshan

17 17 What do Multiplayer Games Look Like? Large shared world  Composed of map information, textures, etc  Populated by active entities: user avatars, computer AI’s, etc Only parts of world relevant to particular user/player Player 1 Player 2 Game World

18 18 Individual Player’s View Interactive environment (e.g. door, rooms) Live ammo Monsters Players Game state

19 19 Current Game Architectures Distributed broadcast-based (e.g., DOOM )  Every update sent to all participants Advantages/disadvantages +No central server -Waste of bandwidth -Synchronized game state – difficult for players to join at arbitrary times Do not scale well Centralized client-server (e.g., Quake) Every update sent to server who maintains “true” state Advantages/disadvantages +Reduces overall bandwidth requirements +State management, cheat proofing much easier -Bottleneck for computation and bandwidth  current games limited to about 6000 players - Single point of failure - Response time limited by client-server latency

20 20 Large-Scale Distributed Games Need to distribute responsibility for maintaining world state and running computer AIs Avoid any single point of failure Efficient use of available bandwidth  Every player only receives “relevant” updates  subscribes to updates Player x ≥ 50 x ≤ 150 y ≥ 150 y ≤ 250 Interests x 100 y 200 Events (100,200) (150,150) (50,250) Arena Virtual World Solution: model game with Publish- Subscribe

21 21 Publish-Subscribe Overview Key feature  subscription language  Rich database-like subscription languages (e.g. all publications with stock price > 100)  Subject/channel-based subscriptions (e.g. all publications on the IBM stock channel) State-of-the-art  Centralized designs with rich subscriptions  Scalable distributed designs with channel-based subscriptions  Unscalable designs with rich subscriptions Subscription Publications Publishers produce publications Subscribers register their interests via subscriptions

22 22 Our Approach Goal: build a scalable distributed publish-subscribe system with a “relatively” rich subscription language  Mercury Mercury subscription language  SQL-like but more limited  tradeoff to achieve scalability Example: int x ≤ 200  Enough to support range predicates  Sufficient for games How to support this subscription language scalably?  Use techniques derived from distributed hash tables (DHT)  Existing DHT-based designs only support exact-match lookup Need range-based lookups Eliminate the use of cryptographic hashes  must explicitly handle load-balancing

23 23 Publish-Subscribe Critical Components Subscription language  Subjects vs. attribute/values  Exact matches vs. regular expressions? Routing mechanism  Where are subscriptions stored in the system?  How are publications routed so that they “meet” subscriptions?  How are publications delivered from this rendezvous point to subscribers?

24 24 Related Systems Scribe, Herald  Scalable, but –  Restricted subscription language Siena, Gryphon  Flexible subscription language, but –  Poor scalability due to message flooding Delicate balance between expressiveness of language and scalability of routing

25 25 M ERCURY : Subscription Language SQL-like but more limited  tradeoff to achieve scalability  Example: int x ≤ 200  Enough to support range predicates SQL- like  Need sortable attribute-values  Sufficient for modeling games Game arenas Player statistics, etc. How to support this subscription language scalably?  Use techniques derived from distributed hash tables (DHT)  Existing DHT-based designs only support exact-match lookup  Need range-based lookups  Eliminate the use of cryptographic hashes  must explicitly handle load-balancing

26 26 M ERCURY : Routing Protocol Each node responsible for range of attribute values For each attribute, nodes arranged into circle Each node compares value in message to his range; and routes along the circle HxHx [240, 320) [80, 160) [160, 240) [0, 80) Attribute Hub

27 27 Routing Illustrated Send subscription to any one attribute hub Send publications to all attribute hubs [0, 80) [210, 320) 50 ≤ x ≤ 150 150 ≤ y ≤ 250 x 100 y 200 HxHx [240, 320) [80, 160) [160, 240) HyHy [0, 105) [105, 210) Subscription Publication Rendezvous point

28 28 Why Not Use DHTs (and Cryptographic Hashing) ? Hashing is good for exact matches  e.g., DHTs Want to support range queries Possible approach  Hash each value in the range  Problems Can only be used for discrete- valued attributes Too many subscriptions int x  1 int x  10 int x = 1 int x = 9 int x = 10

29 29 Future Work Performance  Cached pointers  reduce number of overlay hops  Network aware placement of nodes  delay competitive with centralized systems Robustness  need to survive node failures Workload  need system to self-tune to workload Cheating  detecting various forms of cheating  Routing, subscriptions, state ownership

30 30 Future Work Distributed VR has similar challenges as many other distributed applications Other applications we plan to explore:  Collaborative applications (whiteboard, shared applications, chat servers, etc)  Distributed databases  Distributed simulation (ns-2)  …


Download ppt "D istributed Systems, N etwork Protocols & A pplications Srinivasan Seshan Computer Science Department Carnegie Mellon University."

Similar presentations


Ads by Google