Game Theoretic Peer Selection for Resilient Peer-to-Peer Media Streaming Systems

M. Yeung, Yu-Kwong Kwok
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引用次数: 21

Abstract

Peer-to-peer (P2P) media streaming quickly emerges as an important application over the Internet. A plethora of approaches have been suggested and implemented to support P2P media streaming. In our study, we first classified existing approaches and studied their characteristics by looking at three important quantities: number of upstream peers (parents), number of downstream peers (children) and average number of links per peer. We find that in existing approaches, peers are assigned with a fixed number of parents without regard to their contributions, measured by the amount of outgoing bandwidths. Obviously, this is an undesirable arrangement as it leads to highly inefficient use of the P2P links. This observation motivates us to model the peer selection process as a cooperative game among peers. This results in a novel peer selection protocol such that the number of upstream peers of a peer is related to its outgoing bandwidth. Specifically, peers with larger outgoing bandwidth are given more parents, which makes them less vulnerable to peer dynamics. Simulation results show that the proposed protocol improves delivery ratio with similar number of links per peer, comparing with existing approaches in a wide range of settings.
弹性点对点媒体流系统的博弈论对等选择
点对点(P2P)媒体流迅速成为互联网上的一个重要应用。已经提出并实施了大量的方法来支持P2P媒体流。在我们的研究中,我们首先对现有的方法进行了分类,并通过观察三个重要的数量来研究它们的特征:上游节点(父节点)的数量,下游节点(子节点)的数量和每个节点的平均链接数。我们发现,在现有的方法中,孩子被分配给固定数量的父母,而不考虑他们的贡献,以传出带宽的数量来衡量。显然,这是一种不可取的安排,因为它导致P2P链接的使用效率极低。这一观察结果促使我们将同伴选择过程建模为同伴之间的合作游戏。这就产生了一种新的对等体选择协议,使得一个对等体的上行对等体的数量与其出带宽相关。具体来说,具有较大输出带宽的同伴会得到更多的父母,这使得他们更不容易受到同伴动态的影响。仿真结果表明,与现有的协议相比,该协议在广泛的环境下,在每个对等点的链路数相同的情况下提高了交付率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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