Enhancing Video Streaming with FESTIVE: Fairness, Efficiency, and Stability

Improving Fairness, Efficiency, and
Stability in HTTP-based Adaptive
Video Streaming with FESTIVE
Junchen Jiang 
(CMU)
Vyas Sekar (Stony Brook U)
Hui Zhang (CMU/Conviva Inc.)
1
Video Traffic is Becoming Dominant
2011,  66+% of Internet
traffic is video. [Akamai]
2016, 86% will be video
traffic. [Cisco]
The Internet is becoming a 
Video Network
2
Background: HTTP-based Video
3
HTTP Adaptive
Player
Web browser
Web server
HTTP
TCP
HTTP
TCP
A
1
A
1
A
2
B
1
B
2
A
1
B
1
Cache
Client
Web server
A
1
A
2
B
1
B
2
HTTP GET A
1
Server
A
2
2
nd
 Chunk in bitrate A
Why HTTP?
Use existing CDN, Stateless server, NAT/firewall traversal
The Need for Bitrate Adaptation?
Video quality matters 
[sigcomm11]
Significant variability of intra-session bandwidth
[sigcomm12]
Bitrate adaptation 
offers a trade-off between high
bitrate, low join time and buffering ratio.
4
Three Metrics of Goodness
Inefficiency
: Fraction of bandwidth not being used or overused
Bitrate 
(Mbps)
5
time
Bitrate
(Mbps)
time
Unfairness
: Discrepancy of bitrates used by multiple players
Player A
Player B
0.7
Instability: 
The frequency and magnitude of recent switches
0.7
 
1.3
Bottleneck b/w 2Mbps
Real World: SmoothStreaming
6
 
Visually, SmoothStreaming performs bad.
Setup: total b/w 3Mbps, three SmoothStreaming players
Player A
Player B
Player C
How Do State-of-Art Players Perform?
7
 
SmoothStreaming (SS) appears to be better than other players.
Unfairness index
Instability index
Inefficiency index
SmoothStreaming
(SS)
Akamai
Adobe
Netflix
Why it is Hard?
Limited control
Overlaid on HTTP
Constrained by browser sandbox
Limited feedback
No packet level feedback, only throughput
Local view
Client-driven adaptation
Independent control loop
8
Our Work
Understand the root causes of these problems
How can we fix these ?
Within constraints of HTTP-based video
Solution: FESTIVE (
F
air, 
E
fficient and 
S
table Adap
TIVE
)
Outperforms industry-standard players in all 
three metrics
!
9
Roadmap
Motivation
Design
Abstract player model
Chunk scheduling
Bitrate selection
Stateful algorithm
Damping update
Bandwidth estimation
Evaluation
Summary
10
Internet
Abstract Player Model
11
B/W
Estimation
Bitrate
Selection
Chunk
Scheduling
HTTP
 
GET
 
Chunk
Bitrate
 of
next chunk
When
 to
request
Throughput
of a chunk
1. Three components
2. Feedback loop between player and the network
Video Player
Today: Periodic Chunk Scheduling
Many players use this to keep fixed video buffer
e.g., if chunk duration = 2 sec, chunk requests at T= 0,2,4,… sec
12
0.5
sec
 
time
1 sec
1 sec
 
1s
 
2
s
 
Example setup: Total bandwidth: 2Mbps
Bitrate 0.5 Mbps, 2 sec chunks
Chunk size: 0.5 Mbps x 2 sec = 1.0Mb
 
Throughput: 1 Mbps
 
Throughput: 1 Mbps
0.5
sec
1 sec
1 sec
 
Throughput: 2 Mbps
 
Unfair! 
Start time impacts observed throughput
NOT
 a TCP problem!
 
b/w (Mbps)
Player A,
T=0,2,4,…
Player B
T=0,2,4,…
Player C
T=1,3,5,…
 
2
 
1
 
0
Solution: Randomized Scheduling
Request with a 
randomized 
interval
13
Throughput: ~1.3 Mbps
Throughput: ~1.3 Mbps
Throughput: ~1.3 Mbps
Intuition: 
fair
 chance to see each other.
time
1s
2
s
Player A
Player B
Player C
3 players: Bitrate 0.5 Mbps, 2 sec chunks
b/w (Mbps)
2
1
0
Today’s Bitrate Selection
Strawman: Bitrate = f (observed throughput)
14
 
2
 
1
 
0.6
 
Unfair! 
Bitrate impacts observed throughput.
 
Biased feedback loop implies unfairness
 
b/w (Mbps)
 
Example setup: Total bandwidth 2Mbps
Player A: 
0.7 Mbps, 
Player B: 
0.3 Mbps, 
Player C: 
0.3 Mbps
 
Throughput: ~1.6 Mbps
 
Throughput: ~1.1 Mbps
 
Throughput: ~1.1 Mbps
Player A
Player B
Player C
 
0
 
time
Solution: Stateful Bitrate Selection
Intuition: Compensate for the bias!
Check if in increase phase -- stateful.
Lower bitrate player ramps up more quickly.
15
 
Time
 
Bitrate
 
Player A
 
Player B
FESTIVE Overall Design
16
Harmoni
c mean
Randomized
scheduling
HTTP
GET
Bitrate
 of next chunk
When
 to request
Throughput
of a chunk
Video Player
B/W Estimation
Bitrate Selection
Stateful
selection
Delayed
update
Chunk Scheduling
Roadmap
Motivation
Design
Evaluation
Methodology
Robustness
Summary
17
Methodology
18
FESTIVE +
Local Ethernet
Real player
 + real Internet
(Adobe, Netflix)
Emulated algorithm
+ Local Ethernet
Real player
+ Local Ethernet
(SmoothStreaming)
A 
conservative
approximation.
Result with SmoothStreaming
19
FESTIVE + Ethernet
Emulated + Ethernet
Real player + Ethernet
Real player + real Internet
Unfairness index
Inefficiency index
Instability index
Festive is better than state-of-art on all metrics!
Comparison with Netflix
20
20
FESTIVE w. Ethernet
Real player w. real Internet
Emulated + Ethernet
FESTIVE is consistently better.
Unfairness index
Inefficiency index
Instability index
Instability vs. Number of Players
21
Bottleneck link: 10Mbps
1. Festive is more robust as number of players increases
2. Interesting artifacts of bitrate discreteness
Conclusion
 
Video delivery architecture
Stateful client, stateless server, data unit HTTP
 
Robust design is critical for video
Three key metrics: Fairness, Efficiency, Stability
 
Why is this hard?
Sandboxed environment, too coarse-grained
Biased and limited feedback loops
 
Our solution: FESTIVE
Outperfoms all state-of-art algorithms
22
Slide Note
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This research focuses on enhancing HTTP-based adaptive video streaming utilizing FESTIVE, developed by Junchen Jiang, Vyas Sekar, and Hui Zhang. With video traffic dominating the internet, the need for bitrate adaptation is crucial for ensuring video quality, reducing inefficiency, unfairness among users, and instability in switches. The study evaluates the metrics of goodness in video streaming, highlighting the challenges faced by state-of-the-art players like SmoothStreaming. Overcoming limitations such as limited control and feedback, FESTIVE aims to improve the overall video streaming experience.

  • Video Streaming
  • FESTIVE
  • HTTP-based
  • Adaptive Streaming
  • Video Traffic

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  1. Improving Fairness, Efficiency, and Stability in HTTP-based Adaptive Video Streaming with FESTIVE Junchen Jiang (CMU) Vyas Sekar (Stony Brook U) Hui Zhang (CMU/Conviva Inc.) 1

  2. Video Traffic is Becoming Dominant 2011, 66+% of Internet traffic is video. [Akamai] 2016, 86% will be video traffic. [Cisco] The Internet is becoming a Video Network 2

  3. Background: HTTP-based Video 2nd Chunk in bitrate A A2 Client A1 A1 A2 A1 B1 A1 A2 HTTP Adaptive Player HTTP GET A1 B1 B2 Cache B1 B2 Web server Web browser Web server HTTP HTTP TCP TCP Server Why HTTP? Use existing CDN, Stateless server, NAT/firewall traversal 3

  4. The Need for Bitrate Adaptation? Video quality matters [sigcomm11] Significant variability of intra-session bandwidth [sigcomm12] Bitrate adaptation offers a trade-off between high bitrate, low join time and buffering ratio. 4

  5. Three Metrics of Goodness Inefficiency: Fraction of bandwidth not being used or overused Unfairness: Discrepancy of bitrates used by multiple players Instability: The frequency and magnitude of recent switches Bitrate (Mbps) 1.3 Bottleneck b/w 2Mbps Player A 0.7 time Bitrate (Mbps) Player B 0.7 5 time

  6. Real World: SmoothStreaming Setup: total b/w 3Mbps, three SmoothStreaming players Player A Player B Player C Visually, SmoothStreaming performs bad. 6

  7. How Do State-of-Art Players Perform? SmoothStreaming (SS) Adobe Akamai Netflix Instability index Unfairness index Inefficiency index SmoothStreaming (SS) appears to be better than other players. 7

  8. Why it is Hard? Limited control Overlaid on HTTP Constrained by browser sandbox Limited feedback No packet level feedback, only throughput Local view Client-driven adaptation Independent control loop 8

  9. Our Work Understand the root causes of these problems How can we fix these ? Within constraints of HTTP-based video Solution: FESTIVE (Fair, Efficient and Stable AdapTIVE) Outperforms industry-standard players in all three metrics! 9

  10. Roadmap Motivation Design Abstract player model Chunk scheduling Bitrate selection Stateful algorithm Damping update Bandwidth estimation Evaluation Summary 10

  11. Abstract Player Model B/W Bitrate Selection Chunk Scheduling Video Player Estimation Throughput of a chunk Bitrate of next chunk When to request GET HTTP Internet Chunk 1. Three components 2. Feedback loop between player and the network 11

  12. Today: Periodic Chunk Scheduling Many players use this to keep fixed video buffer e.g., if chunk duration = 2 sec, chunk requests at T= 0,2,4, sec Example setup: Total bandwidth: 2Mbps Bitrate 0.5 Mbps, 2 sec chunks Chunk size: 0.5 Mbps x 2 sec = 1.0Mb b/w (Mbps) 2 1 Throughput: 2 Mbps 1 sec 1 sec 1 sec 0.5 sec 0.5 sec 1 sec Throughput: 1 Mbps 0 2s 1s time Throughput: 1 Mbps Player C T=1,3,5, Player A, T=0,2,4, Player B T=0,2,4, Unfair! Start time impacts observed throughput NOT a TCP problem! 12

  13. Solution: Randomized Scheduling Request with a randomized interval 3 players: Bitrate 0.5 Mbps, 2 sec chunks b/w (Mbps) Throughput: ~1.3 Mbps 2 1 0 Throughput: ~1.3 Mbps Throughput: ~1.3 Mbps time 1s 2s Player C Player A Player B Intuition: fair chance to see each other. 13

  14. Todays Bitrate Selection Strawman: Bitrate = f (observed throughput) Example setup: Total bandwidth 2Mbps Player A: 0.7 Mbps, Player B: 0.3 Mbps, Player C: 0.3 Mbps b/w (Mbps) 2 Throughput: ~1.6 Mbps 1 0.6 0 Throughput: ~1.1 Mbps Throughput: ~1.1 Mbps time Player C Player A Player B Unfair! Bitrate impacts observed throughput. Biased feedback loop implies unfairness 14

  15. Solution: Stateful Bitrate Selection Intuition: Compensate for the bias! Check if in increase phase -- stateful. Lower bitrate player ramps up more quickly. Bitrate Player A Player B Time 15

  16. FESTIVE Overall Design Video Player B/W Estimation Bitrate Selection Chunk Scheduling Stateful selection Randomized scheduling Harmoni c mean Delayed update When to request Bitrate of next chunk Throughput of a chunk GET HTTP 16

  17. Roadmap Motivation Design Evaluation Methodology Robustness Summary 17

  18. Methodology Real player + Local Ethernet (SmoothStreaming) Emulated algorithm + Local Ethernet A conservative approximation. Real player + real Internet (Adobe, Netflix) FESTIVE + Local Ethernet 18

  19. Result with SmoothStreaming FESTIVE + Ethernet Emulated + Ethernet Real player + real Internet Real player + Ethernet Unfairness index Inefficiency index Instability index Festive is better than state-of-art on all metrics! 19

  20. Comparison with Netflix FESTIVE w. Ethernet Emulated + Ethernet Real player w. real Internet Unfairness index Inefficiency index Instability index FESTIVE is consistently better. 20 20

  21. Instability vs. Number of Players Bottleneck link: 10Mbps 1. Festive is more robust as number of players increases 2. Interesting artifacts of bitrate discreteness 21

  22. Conclusion Video delivery architecture Stateful client, stateless server, data unit HTTP Robust design is critical for video Three key metrics: Fairness, Efficiency, Stability Why is this hard? Sandboxed environment, too coarse-grained Biased and limited feedback loops Our solution: FESTIVE Outperfoms all state-of-art algorithms 22

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