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(1)

Multicast Group Management for

Interactive Distributed Applications

Carsten Griwodz

[email protected]

September 25, 2008

based on the thesis work of

Knut-Helge Vik, [email protected]

(2)

Group communication management

 Large-scale interactive applications

− one application

− large number of users

− users interact in groups

− group membership changes dynamically

Examples

− Games

• including Second Life

− VoIP Conferencing

• including Skype

− Social Networks

• including some MSN IM

(3)

Game environment

 Typical multiplayer online games today

− Central server-based

− Experience high latency

 Physical world and virtual world locality are unrelated

Real-World Proximity

Virtual World Proximity

(4)

Game environment

 Anarchy Online servers are located in the US

− Here most action is in Europe

− At other times of day the center of action shifts

North America

Europe

Asia

(5)

Group communication management

 Large-scale interactive applications

− Users interact in groups

Communication demands vary even within an application

• low latency demands

• high bandwidth demands

• frequent group membership changes

• consistency

− Build overlay routing

• with a small diameter

• with degree limitations

• using algorithms with low execution times

• with stable reconfigurations

− Data acquisition in the Internet

− Also: comparison with meshes

(6)

Real-World Proximity

Virtual World Proximity

Motivation – MMOGs

Large number

of users

Long distances

Group players

(7)

Motivation

 Reduce (or match) problem to graph theory

− Clients are vertices V, links are edges E. Edge cost may be latency. Graph G=(V,E,c).

− Events are sent by all to all, therefore G is undirected. (Ex: position updates)

− Multicast events within a shared tree. Create a group tree T from group graph G.

(8)

Motivation

 Optimizations – Goal: Reduce latency, and make it cheap.

− Given a graph G=(V,E,c). Create a shared tree T.

− Optimizations in trees: Total cost, diameter, node degree (stress).

− Optimizations of algorithms. Ex: Reduce size of G and reduce execution time.

Proxy Proxy

Proxy

(9)

Research - Group Dynamics

 Dynamic membership – nodes join and leave the multicast tree dynamically

− Must insert and remove nodes online

 Needs algorithm to reconfigure the tree

 Steiner tree heuristics

− Shortest path heuristics (SPH) - O(pn

2

)

− Distance network heuristics (DNH) - O(pn

2

)

− Average distance heuristics (ADH) - O(n

3

)

 Bounded tree heuristics

− Degree-limited shortest path tree (dl-SPT) - O(n

2

)

− mddl-OTTC - heuristic for minimum diameter degree-limited spanning

tree problem - O(n

3

)

(10)

Research - Optimization

Application layer graphs are fully meshed

Ex: |V|=100, |E| = 4950 edges. Edges in tree: |E_T|= |V| - 1 = 99 (0.02 % of the edges)

Tree algorithms build trees using graphs

Graph optimization techniques

Reduce reconfiguration sets – reconfigure smaller parts of a group

Core selection heuristics:

Include stronger nodes in the input graph – higher stress capacity

Group center, topological center

Goal: Reduce reconfiguration time and preserve tree quality

Target metrics:

Stress – node degree in the tree Diameter – maximum pairwise latency Total tree cost – sum of edge weights Reconfiguration time – algorithm time Edge change – link changes in a reconfig.

(11)

Research - Group Dynamics

Dynamic membership – nodes join and leave the multicast tree dynamically

Must insert and remove nodes online

Needs algorithm to reconfigure the tree

Contradictory goals

Reconfiguration time – fast algorithms

Efficient tree – low diameter, low total cost.

Tree stability – low number of edge changes between reconfigurations

Stress - Bound node degree

Impossible to satisfy every goal

Target metrics:

Stress – node degree in the tree Diameter – maximum pairwise latency Total tree cost – sum of edge weights Reconfiguration time – algorithm time Edge change – link changes in a reconfig.

(12)

Research – Reconfiguration Set

 Reconfiguration set – nodes involved in reconfiguration

 Entire group

− Pros: Tree efficiency

− Cons: High reconfiguration time, tree stability

 Reduced size of reconfiguration set

− Pros: Low reconfiguration time, increased stability

− Cons: Reduced tree efficiency

Target metrics:

Stress – node degree in the tree Diameter – maximum pairwise latency Total tree cost – sum of edge weights Reconfiguration time – algorithm time Edge change – link changes in a reconfig.

(13)

Research – Reconfiguration Set

 Reconfiguration set – nodes involved in reconfiguration

 Entire group

− Pros: Tree efficiency

− Cons: High reconfiguration time, tree stability

 Reduced size of reconfiguration set

− Pros: Low reconfiguration time, increased stability

− Cons: Reduced tree efficiency

Target metrics:

Stress – node degree in the tree Diameter – maximum pairwise latency Total tree cost – sum of edge weights Reconfiguration time – algorithm time Edge change – link changes in a reconfig.

(14)

Dynamic algorithms: Insert strategies

Basic insertion choices

− Insert as leaf – no edge change

− Insert and reconfigure – increased tree efficiency but reconfiguration time

Implemented some (8) insert algorithms

− I-MC : insert minimum cost edge

− I-CN : Insert Center Node

− I-MDDL : insert minimum diameter degree limited edge

Node is joining

Connect to tree as leaf Insert strong core Use as intersection

Three configuration examples

I-MC I-CN I-MDDL

(15)

Dynamic algorithms: Remove strategies

Basic remove choices

− Remove leaf – easy

− Remove non-leaf – MUST reconfigure

• reconfigure and add/remove non-member node

Implemented some (11) algorithms

− RK – convert member to a non-member node

− RTR-MC – reconfiguration includes neighbor of leaving node

− RTR-P – larger reconfiguration, prune non members

RTR-MC RTR-P

m is leaving sn

RK

reconfiguration set convert to

non member node

well connected node member node

sn

sn so

non member node

sn

sn

sn sn sn sn sn

so

so

so so

so so

(16)

Dynamic Algorithms – Insert/Remove

MDDL I-MDDL 25

20

15

10

5 0 20 40 60 80 100

diameter

group size / number of nodes

Dynamic algorithm: I-MDDL/RTR-MC

MDDL

I-MDDL 25

20

15

10

5 0 20 40 60 80 100

diameter

group size / number of nodes

Dynamic algorithm: I-MDDL/RTR-P

RTR-P RTR-MC

leaving

reconfigure set reconfigure set

(17)

Dynamic Algorithms - Results

Dynamic Algorithms – insert/remove (reconfigure smaller parts of a tree)

Execution time is low for dynamic algorithms

Low number of edge changes between configurations.

Main issues: tree efficiency suffers

Always local optimizations

Crowded with non member nodes

Algorithms address issues: Vary reconfiguration set size, prune non-members, switch non members to stronger cores

Cons: Increased reconfiguration time, reduced stability

Pros: Tree efficiency

Edge changes – remove algorithms (100 nodes)

Non-member nodes

SPH RTR-P RTR-MC RK

(18)

Latency estimation in the Internet

 Difficult to maintain updated information between all

node pairs

 Evaluate use of latency estimation

− Netvigator

• landmark-based technique

• establish a fully meshed network of landmark nodes

• measure distance to each of them

− Vivaldi

• multi-dimensional scaling technique

• model nodes as masses connected by spring

• relax springs until minimal energy state is reached

• works with an arbitrary number of measurements

(19)

diameter difference: all-to-all vs. estimation (seconds)

CDF (pairs)

Latency estimation in the Internet

Divergance for the degree-limited shortest path tree

(20)

0.1 0.15 0.2 0.25 0.35 0.3

Diameter based on Vivaldi estimation Diameter based on Netvigator estimation Diameter based on ping measurements

I-CN I-MDDL ITR-MDDL SPT Dl-SPT

Latency estimation effects

 Various insert strategies (with RTR-MDDL) compared

(21)

Conclusions and Future Work

 Some experiences with insert and remove strategies

− I-MDDL and RTR-MC – low diameter

− I-MDDL and RTR-P – not that low diameter

− I-MC and RTR-P – low total cost

− I-MC and RTR-MC – not that low total cost (member node degradation)

 Combined with latency estimation techniques

− implemented various

− tested in Planetlab

− landmark-based techniques are more exact

− landmark-based techniques are compatible with the games scenario

Questions?

References

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