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Mobile Application Acceleration using Always On Overlay Sarit Mukherjee ([email protected]) (with Girish Chandranmenon, Fang Hao, Scott Miller, Mark Smith) Bell Labs, Alcatel-Lucent All Rights Reserved © Alcatel-Lucent 2007 Mobile Content & Applications Market Service Providers desire to maximize revenue per bit on shared wireless data channels Service Plan Cost Assumed Data Size Cost per Byte (microocents) Unlimited Data $60 per month 20 Mbytes 300 mcent/byte SMS $4.99 for 400 msgs 64 kbytes 7800 mcent/byte Ringtone $1.49 per download 30 kbytes 5000 mcent/byte Mobile Experience is different from PC/Wireline world Limited devices: screen, processing, battery, input methods Shared/Limited Bandwidth over wireless channels Constantly improving however always lags by PC/Wireline by factor of 10 (or better) Different User Expectation on types of services accessed through mobile Compelling on-the-go applications with instant/low latency access (Always On experience) Community-based interactive apps (gets benefits of viral marketing) Simple, easy-to-use, user experience – access with few clicks Direct porting of PC/wireline world applications does not guarantee success Subscriber willingness to pay is affected by several factors: Network performance, user interface, application/content access time, quality/relevance of application/content Mobile Applications/Content Success Must Target the Mobile Market With Technology that Addresses the Uniqueness of Wireless Service Delivery 2 All Rights Reserved © Alcatel-Lucent 2007 Mobile Application Delivery: Current Issues Independent Application-specific silos Gaming Vendor#1 Gaming Vendor #2 Video Presence Presence Presence Profile Profile Profile Lobby Lobby Group Mgmt Service Provider Network used as bit-pipe Presence Application/Content Provider Issues • Complicated Software for user management, scalability, community enablement, standard protocols & message passing with support elements • Not easy to control introduction of new content to users – many players in the chain, manual intro Profile Group Mgmt Many Client Applications Individually Downloaded Mobile Users End-User Issues • Non-uniform user experience for different services • Multiple Logins • Complicated menus and multi-level navigation • Long service setup and content delivery delays • No personalization – one portal for all 3 Service Provider Issues • High capex/opex to deploy and manage vertical application infrastructure silos that duplicate many functions • Difficult to introduce new services and advertise to subscribers • Frequent and unoptimized over-the-air message exchanges • Network used largely as dumb pipe • Managing & Scaling large numbers of diverse servers & 3rd Party Content/Application Providers All Rights Reserved © Alcatel-Lucent 2007 Addressing the Problems Solution: Overlay network of “Always On Gateways” offering common middleware for many applications Bring part of application logic closer to user Cache key information closer to user: User Profile Data Application Data Proactively obtain state information User Common Application Building Blocks Zero sign-on authentication Reduces delay, improves scalability, saves air-link resources Combination of Techniques used in AoG – – – – – – Network resident client agent that acts on behalf of user Cached information for execution at network edge Improved User Experience with dynamically generated shortcut and “one-click” UI screens Self-management & load balancing w/ P2P networking Hooks into underlying network for optimized application experience Optimized community services provides a uniform platform for use by different services and users 4 3G Network Application Servers AoG AoG AoG Content delivery and application execution within network & endpoints All Rights Reserved © Alcatel-Lucent 2007 Overlay Network of Identical AoG nodes Push-to-Game without Always-On Overlay Network User 1 Sets up a session with game server (for each game) 2 Authenticates with game server (for each game) 3 Enters a game lobby in game server (for each game) 4 Joins a chat session (for each game) 5 Uses game specific interaction for communication User 5 3G Network Game Server 1 Authenticates user 2 Provides lobby and chat services 3 Maintains user account and billing, presence information and buddy lists 4 Executes game play interaction with user 5 Saves post-game play info: ranking, stats, billing Game Servers All Rights Reserved © Alcatel-Lucent 2007 Push-to-Game with Always-On Overlay Network: Removing Interactions & Complexity from Game Server/Vendor Adding Value into the Service Provider’s Network User 1 Sets up a session with game server (for each game) 2 Authenticates with game server (for each game) 3 Enters a game lobby in game server (for each game) 4 Joins a chat session (for each game) 5 Uses game specific interaction for communication User 3G Network AoG (User Agent) Downloads and caches user’s profile Dynamically generates Gaming Shortcut screen - Cached buddy presence info - Past game play history - Service Provider advertised games 6 Game Servers AoG AoG User Initialization & Client Sets up a single always-on session with AoG Authenticates once with AoG Common Gaming Launchpad Game Server 1 Authenticates user 2 Provides lobby and chat services 3 Maintains user account and billing, presence information and buddy lists 4 Executes game play interaction with user 5 Saves post-game play info: ranking, stats, billing User Agent Community Services AoG AoG = Always-on Gateway AoG (Community Services) Maintains presence information for buddy-based game play Gaming “Lobby” for anonymous game play Lobby uses local matching first then expands to other AoGs Attribute-based pairing of players Interfaces to game server for session start/stop All Rights Reserved © Alcatel-Lucent 2007 With vs. Without Application Acceleration: Gaming Test Result Test Results for Same Game & Same Game Server accessed through UMTS with and without Always-On Overlay End-User Interaction Time to Connect Without Always-On Overlay With Always-On Overlay Benefit of Always-On Overlay Project Driver 8 clicks + login 1 click 85%+ “One Click to Connect” 35 sec. 10 sec. 60%+ “Instant Connectivity” * Measured in number of clicks to get players aligned and the game at the start point ** Measured time up to the game’s start point 7 All Rights Reserved © Alcatel-Lucent 2007 Experimental Test-bed using Public 3G Network Same LAN Same cell Wireless Service Provider Network AoG Game Server Game Server Internet Corporate LAN outside firewall Internet Tasks Public Network Setting up experimental test-bed Easy Different functionality tests Over public network w/GPRS Construction of overlay network with P2P techniques On the same LAN (Not Useful) Placement of User Agent close to the user (e.g. at GGSN) Not possible Distribution of cells and traffic from different geographic regions Cannot be controlled Large user population for gaming, match making and other tests Difficult Introduction of new game (or other application) services Easy Controlled experimentation Not possible Experimentation with different wireless technologies Difficult 8 All Rights Reserved © Alcatel-Lucent 2007 Experimental Test-bed using Private 3G Network Same cell Private 3G Wireless Network AoG AoG Internet AoG Game Server Corporate LAN inside firewall Game Server Tasks Private Network Setting up experimental test-bed Some Effort Different functionality tests Over private network w/UMTS Construction of overlay network with P2P techniques Within intranet (Some use) Placement of User Agent close to the user (e.g. at GGSN) Needs software modification Distribution of cells and traffic from different geographic regions Difficult to set up Large user population for gaming, match making and other tests Difficult Introduction of new game (or other application) services Easy Controlled experimentation To some extent Experimentation with different wireless technologies Possible 9 All Rights Reserved © Alcatel-Lucent 2007 Possible Experimental Test-bed using Slice on GENI AoG Game Server Game Server AoG AoG Game Server 10 AoG All Rights Reserved © Alcatel-Lucent 2007 AoG Comparison of Different Test-beds Tasks Public Network Private Network Slice on GENI Setting up experimental test-bed Easy Some effort Substantial effort (one time) Different functionality tests With GPRS With UMTS With 3G, WiMAX, other Construction of overlay network with P2P techniques On the same LAN (Not useful) Within intranet (Some use) Multiple PEC slivers interconnected over backbone Placement of User Agent close to the user (e.g. at GGSN) Not possible Needs software modification Sliver in PEN; OpenBSR architecture can be used Distribution of cells and traffic from different geographic regions Cannot be controlled Difficult to set up Multiple wide-area wireless subnets Large user population for gaming, match making and other tests Difficult Difficult Introduce as a free service for user download and use Introduction of new services Easy Easy Creation of new PEC sliver Controlled experimentation Not possible To some extent Possible Experimentation with different wireless technologies Difficult Possible Possible (with PWN?) 11 All Rights Reserved © Alcatel-Lucent 2007