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Broadband Internet Traffic Simulation & Synthesis (BITSS)
Carl JavierResearch Engineer
Funded by Foundation (USA)
1Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Overview
• Motivation of project
• Previous Research
• Game Traffic Synthesising Technique
• Tools & Libraries Developed
• Results and Demonstration
• Conclude & many thanks
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2Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Motivation for BITSS?
• Consumer Broadband Networks incorporate:
• Video/TV
• Telephony
• Gaming
• File/Data downloads
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Future Network Complexity
3Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Consumer Broadband Internet
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Home Network
ISP
Internet
Content Download
Telephony
Video
Gateway
4Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Consumer Broadband Internet
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Home Network
ISP
Internet
Content Download
Telephony
Video
Gateway
Key Link
5Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Motivation
• ISPs and researchers need to know current trends of current broadband traffic to build and cater for future growth and future networks.
• Create tools and models to be used for experimentation and simulations.
• Start off with game traffic modeling because of previous research experience.
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6Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Previous Game Modeling Work
• Mathematical model predictions by Tony Cricenti and Phillip Branch specifically on First Person Shooter Games (FPS) [1] using Auto Regression Moving Average (ARMA).
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[1] A.Cricenti, P.Branch and G.Armitage, “An ARMA(1,1) Prediction Model of First Person Shooter Game Traffic”, in 10th IEEE Workshop on Multimedia Signal Processing, Cairns, Australia, 8 - 10 October 2008, pp 736 - 741.
• Use ARMA to predict server to client network game packet size time series for any N player FPS game.
7Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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ARMA Specific Game characteristics
• ARMA (1,1) formulae
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Roughly the same regardless of N player traffic game.
Residual
Packet sizeTime Series
8Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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ARMA(1,1) Parameters
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N Players
2 0.97 0.77
3 0.98 0.82
4 0.97 0.81
5 0.98 0.82
6 0.98 0.84
7 0.98 0.82
8 0.98 0.83
9 0.98 0.84
Quake 3
9Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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ARMA game traffic prediction
• Take 2 and 3 player network zero mean traffic time series [2].
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[2] Simulating Online Network Games (SONG) Database http://caia.swin.edu.au/sitcrc/song
• Acquire the actual game play statistics (remove beginning connections and end connections periods)
Time
Pack
et S
ize
StartGame
EndGame
Game Play
10Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Obtain residual time series & PDF
• Using ARMA, we obtain residual time series are obtained from the empirical time series and create residual PDFs for 2 and 3 player.
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−200 −100 0 100 200
0.00
0.01
0.02
0.03
0.04
0.05
0.06
2 player residuals
X values
Y va
lues
−200 −100 0 100 200
0.00
0.01
0.02
0.03
0.04
3 player residuals
X values
Y va
lues
11Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Convolution of Residuals
• Convolution of 2 player and 3 player residual PDFs to obtain 5 player.
• Eg
• 2 player pdf * 2 player pdf = 4 player pdf
• 2 player pdf * 3 player pdf = 5 player pdf
• 3 player pdf * 3 player pdf = 6 player pdf
• ... and so on until N Player
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12Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Correct Minor shifts
• Due to convolution, residuals maximums are shifted and must be rotated via x axis.
• Shape is similar to empirical but maximum not at zero
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* =eg
=Rotatealong x axis
13Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Obtain N residual time series & PDF
• Using a normal random generator and using the CDF of the new N player residual PDF, time series is of a N player is produced.
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−200 −100 0 100 200
0.00
00.
005
0.01
00.
015
0.02
00.
025
5 player Synthetic residuals
X values
Y va
lues
EmpiricalSynthentic
14Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Results of Synthesis Traffic
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0 200 400 600 800 1000 1200
0.000
0.005
0.010
0.015
5 player Quake3 Server toClient UDP payloads
Bytes
Density
EmpiricalSynthetic
15Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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7 and 9 Player
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0 200 400 600 800 1000
0.000
0.002
0.004
0.006
0.008
0.010
0.012
0.014
7 player Quake3 Server toClient UDP payloads
Bytes
Density
EmpiricalSynthetic
0 200 400 600 800 1000
0.000
0.002
0.004
0.006
0.008
0.010
0.012
0.014
9 player Quake3 Server toClient UDP payloads
Bytes
Density
EmpiricalSynthetic
16Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Create Network Traffic
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0 200 400 600 800 1000 1200 1400
0.00
00.
001
0.00
20.
003
18 and 30 player Synthetic Packet Lengths
Packet length (Bytes)
N=18N=30
17Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Game Packet Generator
• ISPs and Researchers can use game packet generator for network testing and experiments.
• Generates synthetic FPS game stream of server to client.
• Generate 2 < N < 32 player game traffic.
• Choose from a selection of FPS games or use your own data.
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18Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Game Packet Generator
• Runs on FreeBSD and Linux
• Dependencies:
• Python 2.6
• Python-numpy
• Python-scipy
• dpkt
• libdnet
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19Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Games Synthesised
• Enemy Territory 2 Pro (ET2PRO)
• Half Life 2 Counter Strike (HL2CS)
• Half Life 2 Death Match (HL2DM)
• Half Life Counter Strike (HLCS)
• Half Life Death Match (HLDM)
• Quake 3 (Q3)
• Quake 4 (Q4)
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20Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Pre Defined Phi & Theta Values
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GameETPRO 0.98 0.68HL2CS 0.79 0.12HL2DM 0.97 0.71HLCS 0.96 0.84HLDM 0.97 0.84
Q3 0.97 0.77Q4 0.95 0.60
21Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Game Packet Generator Features
• Create live traffic.
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./pktgen.py -game q3 -N 5 - IP 192.168.1.4
• Create network friend PCAP files.
./pktgen.py -game q3 -N 5 - IP 192.168.1.4 -write pcap.dmp
22Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Game Packet Generator Features
• Use predefine or customise and values.
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./pktgen.py -game hl2cs -N 5 - IP 192.168.1.4 -phi 0.90 -theta 0.38
Game
ETPRO 0.98 0.68
HL2CS 0.79 0.12
HL2DM 0.97 0.71
HLCS 0.96 0.84
HLDM 0.97 0.84
Q3 0.97 0.77
Q4 0.95 0.60
23Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Game Packet Generator Features
• Use own 2 and 3 player PCAP files to generate traffic.
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./pktgen.py -game q3 -N 5 - IP 192.168.1.4 -cap2 2player.dmp -cap3 3player.dmp
• Change the inter-arrival time of packets (ms)
./pktgen.py -game q3 -N 5 - IP 192.168.1.4 -iat 70
24Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Game Packet Generator Features
• Specify the number of packets or duration to be generated.
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./pktgen.py -game q3 -N 5 - IP 192.168.1.4-hrs 1 -mins 50 -secs 32
./pktgen.py -game q3 -N 5 - IP 192.168.1.4-pkts 20000
25Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Where/When to use it?
• Testing/Stressing links
• VoIP Codec Performance testing
• TCP congestion algorithm testing
• Queuing/Router testing
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26Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Omnet/NS C Library
• C library that generates an ARMA packet length time series.
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27Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Future Perspective
• Add more game genres such as Mass Multi Online Role Playing Game (MMORPG)
• Create VoIP capability generator
• Skype and different codecs
• Create empirical models for test scenarios
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28Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Conclude
• Consumer Broadband networks are becoming complex.
• ISPs and Researchers can use tools for experiments and network testing to cater for future networks.
• Game Packet Generator is available.
• C library for Omnet and NS is out.
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29Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Thank you
• Thanks to Agilent Technologies Funding (USA)
• The corner of wisdom/coolness (Warren & Lawrence & Amiel)
• Phillip and Tony as technical and theoretical aids.
• Rest of the Telecomms research and academic staff members at Swinburne.
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30Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Special Thanks
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Special Thanks to Grenville Armitage for his wisdom, support and encouragement.
31Thursday, 25 February 2010
CAIA Seminar http://caia.swin.edu.au cjavier@swin.edu.au February 25, 2010 Page
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Questions?
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32Thursday, 25 February 2010
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