1
Video Streaming with Network Coding
Kien Nguyen, Thinh Nguyen, and Sen-Ching Cheung
Abstract
Recent years have witnessed an explosive growth in multimedia streaming applications over the Internet. Notably,
Content Delivery Networks (CDN) and Peer-to-Peer (P2P) networks have emerged as two effective paradigms for
delivering multimedia contents over the Internet. One salient feature shared between these two networks is the
inherent support for path diversity streaming where a receiver receives multiple streams simultaneously on different
network paths as a result of having multiple senders. In this paper, we propose a network coding framework for
efficient video streaming in CDNs and P2P networks in which, multiple servers/peers are employed to simultaneously
stream a video to a single receiver. We show that network coding techniques can (a) eliminate the need for tight
synchronization between the senders, (b) be integrated easily with TCP, and (c) reduce server’s storage in CDN
settings. Importantly, we propose the Hierarchical Network Coding (HNC) technique to be used with scalable video
bit stream to combat bandwidth fluctuation on the Internet. Simulations demonstrate that under certain scenarios,
our proposed network coding techniques can result in bandwidth saving up to 60% over the traditional schemes.
I. I NTRODUCTION
Multimedia streaming over the Internet is challenging due to packet loss, delay, and bandwidth fluctuation. Thus,
many solutions have been proposed, ranging from source and channel coding to network protocols and architecture.
For example, to combat the fluctuating and limited bandwidth, a scalable video bit stream is used to allow a sender
to dynamically adapt its video bit rate to the available bandwidth at any point in time [1]. To reduce packet loss
and the associated delay due to the retransmissions of the lost packets, Forward Error Correction (FEC) techniques
have been proposed to increase reliability at the expense of bandwidth expansion [2]. Content Delivery Network
(CDN) companies such as Akamai attempt to improve the throughput by pushing content to the servers strategically
placed at the edge of the Internet. This allows a client to choose the server that results in shortest round-trip time
and/or least amount of congestion.
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Recently, the multi-sender streaming paradigm has been proposed as an alternative to edge streaming to provide
smooth video delivery [3][4][5]. The main idea is to have each server storing an identical copy of the video. The
video is partitioned into multiple disjoint parts, each part is then streamed from separate servers to a single receiver
simultaneously. Having multiple senders is in essence a diversification scheme in that it combats unpredictability of
congestion in the Internet. Specifically, smooth video delivery can be realized if we assume independent routes from
various senders to the receiver, and argue that the chances of all routes experiencing congestion at the same time
is quite small. If the route between a particular sender and the receiver experiences congestion during streaming,
the receiver can re-distribute rates among the existing senders, or recruit new senders so as to provide the required
throughput.
This multi-sender streaming framework is particularly well suited for CDN and P2P networks since multiple
copies of a video are often present at these servers/peers either through a coordinated distribution of the video from
an original CDN server, or through an uncoordinated propagation of contents in a P2P network such as KaZaa [6].
However, there are a number of drawbacks with the current multi-sender framework. First, many of the current
multi-sender streaming schemes assume that identical copies of a video must be present at different servers/peers.
This implies an increase in the overall storage. Second, a careful synchronization among the senders is needed
to ensure that distinct partitions of a video are sent by different servers/peers in order to increase the effective
throughput. In other words, an optimal partition algorithm must be able to dynamically assign chunks of different
lengths to different servers based on their available bandwidths. This dynamic partition algorithm, however is often
suboptimal due to the lack of accurate available bandwidth estimation. Third, for ease of controlling the sending rates
as well as data partition, many multi-sender schemes assume a UDP-like transport protocol, which often cannot be
used for computers behind a firewall in many networks. That said, we propose a multi-sender streaming framework
using network coding technique that reduces the overall storage, the complexity of sender synchronization, and
enables TCP streaming. Furthermore, we propose a Hierarchical Network Coding (HNC) technique that facilitates
scalable video streaming.
The outline of the paper is as follows. In Section II, we discuss some background and motivation for video
streaming via path diversity. Based on these discussions, we formulate a common abstract model for media streaming
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in CDNs and P2P networks, which will be used to assess the performance of proposed network coding techniques
for video streaming in Section III. Next, we introduce network coding concepts and the propose the hierarchical
network coding (HNC) for scalable video streaming in Section IV. In Section V, we discuss the proposed joint
network coding techniques and transmission protocol for video streaming. Next, simulation results for various
coding techniques and protocols will be given in Section VI. Finally, we list some related work in Section VII and
conclude in Section VIII.
II. P RELIMINARIES
In this section, we discuss some background and motivation for video streaming via path diversity framework.
Based on these discussions, we will highlight several important research issues associated with path diversity
framework. The goal of these discussions is to bring about an abstract model for multi-sender streaming which is
general enough, yet sufficient to characterize the performance in various settings.
A. CDN and P2P Networks
A typical Internet application sends packets that follow one and only route at any instance. An application has
no control over which route its packets traverse, rather, the route is determined by the underlying Internet routing
protocols. In recent years, overlay networks have been proposed as an alternative to enable an application to control
its route to some extent [7]. The idea is, instead of sending the packets to the destination, an application sends its
packets to an intermediate host belonged to an overlay network. This intermediate host then forwards the packets
to the intended destination on the behalf of the sender. As a result, the packets will take a different route than the
one determined by the underlying routing protocols. Path diversity framework takes one further step by allowing an
application to send packets on multiple routes simultaneously. When packets are partitioned and/or coded properly,
this path diversity framework has been shown to improve the visual quality of video streaming applications [8][5].
That said, P2P networks are overlay networks where two peers are connected together via a TCP connection. To
send data from one peer to another, the data may go through a number of intermediate peers to get to the intended
peer. This provides a natural framework for path diversity streaming via forcing the packets through intermediate
peers. In addition, if a peer wants to view a video stream, and presumably a number of its neighbors (direct
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connected peers) have either the complete or partial video, it can simultaneously request different parts of the video
from different neighbors. Effectively, the video packets will traverse on different routes to the peer, thus congestion
on one route will not have much effect on a peer’s viewing experience when the remaining routes together, provide
sufficient throughput.
Content Delivery Networks (CDNs) is also a natural framework for path diversity streaming. CDN aims to improve
the application’s performance by placing the servers near the customers in order to increase throughput and reduce
latency. In a CDN, contents are distributed to a number of servers which are strategically placed around the edge of
the Internet. When a customer requests a content, the nearest server with the desired content is chosen to serve that
customer. This framework can be easily enhanced to allow multiple servers to deliver the content simultaneously to
a customer, and thus obtaining the benefits of path diversity streaming, or more precisely, multi-sender streaming.
On the other hand, the advantages of multi-sender streaming framework come with many research issues to be
resolved. In what follows, we will discuss network protocols to accommodate multi-sender streaming framework.
B. Network Protocols
TCP vs. UDP. Many interactive and live video streaming systems use UDP whenever possible as the basic
building block for sending packets over the Internet. This is because UDP allows the sender to precisely control
the sending rate, and if the network is not too much congested, a receiver would receive the data at approximately
the same rate. This property is also desirable for live video streaming applications where minimal throughput often
must be maintained for high quality viewing experience.
On the other hand, UDP is not a congestion aware protocol, in the sense that it does not reduce its sending rate
in presence of heavy traffic load. As a result, when a large amount of UDP traffic is injected into a network, it can
cause a global congestion collapse where majority of packets are dropped at the routers. For this reason, non-real
time applications often use TCP that can adapt the sending rate to the network conditions automatically. This rate
adaptivity prevents congestion collapse, and results in a fair and efficient throughput allocation for each application
even when the network is congested. Furthermore, TCP-based applications are preferable since many networks
actively filter out UDP packets which are often thought as a sign of possible flooding attacks from malicious
automated software.
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Based on these, it makes sense to use TCP when TCP’s delay and throughput fluctuation can be minimized. As
will be discussed shortly, our proposed network coding technique is designed for efficient TCP based transmission.
Push vs. Pull. In multi-sender streaming framework, the data come from multiple senders which leads to the
question of how to coordinate the multiple transmissions to prevent or mitigate data duplication. One possible
approach is for the receiver to request disjoint data partitions from multiple senders. The protocols based on this
approach are called pull-based protocol, and they work well in many scenarios. In other scenarios, it may be better
to use push-based approach where the senders simply send packets to a receiver without its request.
Majority of P2P systems use pull-based protocols [9][10][11] because of their robustness against peer joining
and leaving the network. Pull-based protocols also use bandwidth efficiently, in the sense that a receiver does not
receive any duplicate data from the senders. However, they have many drawbacks that might be unsuitable for some
video streaming scenarios.
First, using pull-based protocols may result in lower throughput for a receiving peer due to lack of disjoint data
from its neighboring peers. To illustrate this, consider a streaming a video from the source 0 to two receivers 1 and
2. Suppose these peers are connected to each other. Using the pull-based protocol, receiver 1 would request data
from 0 and 2 while receiver 2 would request data from 0 and 1. Since these receivers are acting independently, both
may request the same packets from the source 0. If they do, most of the time, the two receivers would have the same
data, thus they cannot exchange new data with each other, resulting in lower throughput. Now, consider a simple
push-based protocol in which, the source simply pushes the odd packets to receiver 1 and even packets to receiver
2. Each receiver then pushes the data it receives from one node to the other node. Effectively, the receiver 1 pushes
the odd packets to receiver 2, and receiver 2 pushes even packets to receiver 1. Clearly, using this protocol, the
throughput at each receiver is larger than that of using the pull-based protocol. Typically, when network topology
is well-defined and relatively unchanged over time, the push-based protocols result in higher throughput than its
pull-based counterparts. Also, the pull-based protocols often introduce high latency due to the requests, this may
not be appropriate for media streaming applications.
Second, a careful coordination on which to be sent by which sender (pull-based protocol) is required to achieve
optimal performance from the perspective of a particular receiver. As an example, assuming that two senders are
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used for streaming, then sender 1 can stream the odd packets while the other streams the even packets, starting
from the beginning of the file. As described, this approach is roughly optimal when the throughputs from the two
senders are somewhat identical. On the other hand, when the throughput of server 1 is twice as large as that of
server 2, then the pattern of packets received at the receiver will look like (0, 2, 1, 4, 6, 3, 8, 10, 5 ). Clearly, the gap
between even and odd packets will grow with time. This is problematic for streaming applications where packets
are played back in order, and the playback rate is larger than the throughput of the slow link. For example, if the
playback rate is 2 packets/s, then even with the pre-buffering technique, the video player eventually has to stop to
wait for odd packets since the arrival rate of odd packets is only 1 packet/s. We note that the total receiving rate at
a receiver is 3 packets/s which, in principle, should be sufficient for a 2 packets/s stream. However, the suboptimal
packet partition creates the scenario where the receiver receives many packets to be playbacked in the far future,
but not enough packets in the near future for playback in time. A solution to this problem is to let the receiver
dynamically requests the packets it needs. When there are many servers with different available bandwidths and
are varied with time, complex dynamic coordination between the client and the servers is needed to achieve the
optimal throughput.
Third, even when complex coordination is possible, this only works well if all the senders have the complete file
or data segments of interest, so that a receiver can choose which packets from which senders based on the sender’s
available bandwidths which presumably can be observed by the receiver. In a P2P network, it is not always the case
that the sending peers would have the complete file. In fact, previously discussed example showed that using the
pull-based approach may result in lower throughput due to the duplication of data among the peers. In a CDN, it
is possible to store duplicated versions of a video stream at different servers before a streaming session. However,
this technique results in larger overall servers’ storage.
As such, we believe that for certain scenarios, push-based protocols are better-suited for multimedia streaming
since they are simple, and can provide high throughput and low delay. Although to be bandwidth effective, one
must ensure that the data duplication at the receiver is minimal. As will be discussed shortly, our approach is to
employ network coding to achieve this property.
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C. Source Coding
Often, one must employ source coding techniques, in particular, scalable video coding, to mitigate the effect
of Internet throughput variations on the viewing experience. Scalable video coding enables a sender to adapt its
sending rate to the current network conditions while allowing a graceful degradation of the video quality. A typical
scalable video bit stream consists of frames. Each frame consists of bits with different importance levels in terms
of the visual quality. These bits are categorized into a hierarchy of layers with different importance levels. Thus,
when the available bandwidth is small, sending bits from the most important layers and ignoring others would
result in a smooth video playback, albeit slightly lower video quality. That said, we will discuss the hierarchical
network coding technique designed for efficient multi-sender transmission of scalable video bit streams.
III. S TREAMING M ODEL
To motivate the proposed abstract model for multi-sender streaming framework, let us first consider the distribution
of a live or non-live video to the clients in a CDN. For a non-live setting, the origin server can distribute a video
to a number of assisted servers prior to the start of a video streaming session. A client then randomly connects
to a small number of these assisted servers in parallel to view the video. If each of the assisted server has the
entire video, using a pull-based protocol, a client can request different parts of the video from different servers
as discussed previously. However, requiring the video to be on every server implies much redundancy. Thus, an
interesting question is how to distribute the video to the assisted servers such that, even when each server does not
have the complete video, there is still high probability that a client can get the complete video from all the servers
that it connects to. Intuitively, the key to a good distribution scheme is to ensure that the assisted servers share as
little information as possible while allowing a client to obtain the complete video.
Another interesting question is how to best distribute a scalable video to the assisted servers. Intuitively, for a
given redundancy, a good distribution scheme should provide a high chance for a client to obtain the base layer
bits, perhaps at the expense of lower probability of its getting the enhancement layer bits.
That said, a simple distribution scheme could be as follows. At each time step, the origin server would pick
a packet in playback order and randomly chooses a server to send the packet to. This process repeats until the
a specified number of packets (redundancy level) has been sent. This scheme, however, tends to produce much
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duplicated video parts among the servers chosen by a client for streaming, and thus reducing the chance of a client
to obtain high throughput from multiple servers. On the other hand, from a client’s viewpoint, when scalable video
is used, having multiple servers storing duplicated base layer bits is beneficial. This is because a client now has a
higher chance of obtaining the base layer bits from a random number of servers that it connects to. We note that
because of the randomness in the way servers were chosen, the client may or may not have the packets it wants.
Thus the goal of the origin server is to code and distribute packets in such a way to result in high availability of
packets needed by a client for smooth video playback. Furthermore, when scalable video is used, the origin server
may decide that it would distribute the important layer packets with high probability, i.e., more important layer bits
end up at the assisted servers, thus increasing the probability of a client obtaining these bits.
In addition to CDN setting, let us consider a video broadcast session from a single source to multiple receivers
(peers) in a P2P network. We assume a push-based protocol, in which the source pushes the packets to its neighboring
peers who in turn push the data to other peers. Packets are pushed out by the source in some order. To reduce the
playback delay, the source may want to send packets with earlier playback deadlines first. A peer then pushes the
packets out to its peers in the order that these packets were received.
Since streaming is of concern, it is important to consider the set of packets available for a receiver at any point
in time. To achieve smooth video playback, this set of packets must contain the packets that are used to playback
the current video frame. From a receiver’s viewpoint, this implies that its neighbors must have the packets it wants
in a timely manner. Unfortunately, due many factors, e.g., variations in round trip time (due to topology), peer joins
and leaves, bandwidth heterogeneity of peers, these packets arrive at the neighbors of a receiver in different order
than the one they were sent by the source. Thus, within a small window of time, from a receiver’s viewpoint, we
assume these packets arrive at its neighbors in a somewhat random manner. The neighbors then randomly push the
packets to the receiver. Clearly, the distribution of packets at these neighbors can be controlled to some extent by
the source. For example, a source may push duplicated packets containing base layer bits to ensure their availability
for the receiver. This scheme, however might take away the throughput used for transmissions of enhancement layer
bits otherwise.
Based on these discussions, we are interested in the following abstract model. A source has a file. It allows to
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Server 1
TCP, 0.5Mb/s
Server 2
TCP
Server n
Fig. 1.
Client
…
Encode
Source
TCP, 0.5Mb/s
An abstract model for path diversity streaming.
code and distribute the file in whatever way to a number of intermediate nodes (servers in CDNs and peers in P2P
networks). A receiver then randomly connects to some of these intermediate nodes to obtain the file as shown in
Figure 3. Thus, we model the process into two stages: the initial distribution of the packets to the intermediate
nodes and the transmissions of packets from the intermediate nodes to a receiver. The arrival patterns of packets at
the intermediate nodes are assumed to be somewhat random, and can be controlled to some extent by the source. In
a CDN, these packet patterns are a direct result of how an origin server send packets to these assisted servers. On
other other hand, in a P2P network, how the source send packets has an indirect effect on the distribution of packets
at the intermediate nodes, i.e., neighboring peers of receiver. For scalability, we also assume that the intermediate
nodes do not communicate with each other. Instead, these nodes simply push packets to a receiver in some random
manner. Thus, one major concern is how to mitigate the data duplication when using push-based protocols. We note
again that the push-based protocols can eliminate the packet partition problem that can reduce throughput while
minimizing the coordination overhead as argued in Section II-B. That said, in this paper, we describe network
coding approaches for the distribution of packets from a source to the intermediate nodes in order to minimize the
storage redundancy (in CDNs) and bandwidth usage (in P2P networks). Furthermore, we describe a TCP-based
streaming protocol that employs network coding technique to allow a receiver to achieve high throughput while
minimizing the coordination overhead. We now introduce the necessary background on network coding techniques.
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IV. N ETWORK C ODING
A. Random Network Coding
In their seminal network coding paper, Ahlswede et al., showed that maximum capacity in a network can be
achieved by appropriate mixing of data at the intermediate nodes [12][13]. The most elegant result of network coding
is that the maximum network capacity is achievable using some random network coding [14][15] techniques, while
this is not usually possible with the traditional store and forward routing.
Using random network coding (RNC), a peer encodes a new packet pi by linearly combining n original packets
as: pi =
Pn
j=1 fij cj
where fij are the random elements belonging to a finite field Fq having q elements. A node
then includes the information about the fij in the header of the new packets and sends these new packets to its
neighbors. If a receiver receives n encoded packets pi ’s that form a set of n linearly independent equations, then
it will be able to recover n original packets. The advantage of using this random network coding in CDN or P2P
networks can be seen in the following simple CDN scenario.
Assuming that an origin server distributes a file to a number of assisted servers in a CDN. To increase the
throughput, the origin server can first divide a file into n different chunks and randomly distributes these chunks to
the assisted servers. A client then connects to these servers to get the file. Since each server randomly pushes pieces
of the file simultaneously to a client, the time for a client to recover all n chunks is potentially much shorter than
having the only origin server pushing the file. Note that this design scales well since no coordination among the
servers is required. However, it is not optimal. Because of the random packet pushing, some of the packets received
at a client may be duplicated, resulting in wasteful bandwidth. For example, an origin server may divide a file into
4 chunks c1 , c2 , c3 , and c4 , and randomly distributes to a number of assisted servers. As a result, assume that the
chunks at server A are c1 , c2 , c3 , and at server B are c2 , c3 , and c4 . Now suppose that a receiver R connects to
both servers A and B to stream the file from. Suppose further that A pushes out packets c1 , c2 , c3 and B pushes
out packets c2 , c3 , and c4 in that order. After the first time slot, R obtains both c1 and c2 . In the second time slot,
R obtains c2 and c3 , but since it already obtained c2 from the previous time slot, it discards c2 . In the third time
slot, it obtains c3 and c4 , and discards c3 . As seen, R needs to download six chunks in three time slots to be able
to receive the complete file.
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Now let us consider the case where the origin server is allowed to use network coding. In particular, the origin
server produces coded packets as a linear combination of the original packets, and distributes them to the servers
A and B randomly. Formally, the coded packets are encoded as follows:
ai =
P3
a
j=1 fij cj
,
bi =
P4
b
j=2 fij cj ,
where fija and fijb are random elements belonging to a finite field Fq . Because of the randomness, each server is
likely to have different packets, and thus R is also likely to receive different packets. For example, during the
first two time slots, it is likely that R would receive different packets, two from each server. Suppose that R
a c + f a c + f a c and a = f a c + f a c + f a c from A, and b = f b c + f b c + f b c and
receives a1 = f11
1
2
1
22 2
23 3
12 2
13 3
14 4
12 2
13 3
21 1
b c + f b c + f b c from B , then clearly, it will be able to recover c , c , c , c if these four equations
b2 = f22
2
1
2
3
4
23 3
24 4
are linearly independent and fija and fijb are known. It can be shown that if the field size is large enough, the
probability of obtaining these independent equations is close to 1. For this scheme to work, the information about
fija and fijb must be included in the data packets. The number of bits required to specify fija and fijb are n log(q)
where n is the number of original packets while q is the size of the finite field. If m >> n then these bits are
negligible. Therefore, for most practical purposes, this network coding scheme can speed up the download time (4
packets as compared to 6 packets) without the overhead of coordination.
One important observation is that network coding incurs an additional delay before any of the original data can
be recovered. Without network coding, R will be able to recover c1 and c2 during the first time slot. On the other
hand, using network coding, c1 and c2 cannot be recovered until the second time slot, although after the second
time slot, all c1 through c4 can be recovered simultaneously. In general, if a network coded packet is a combination
of n packets, then a receiver will have to receive at least n coded packets in order for it to recover any one of
the original packets. This potentially introduces unnecessary delay for video streaming applications. Therefore, we
propose a network code structure that enables a receiver to recover the important data gracefully in the presence
of limited bandwidth which causes an increase in decoding delay.
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B. Hierarchical Network Coding
To increase the probability that the most important data (base layer bits) are available at the servers, and therefore
can be pushed down to a receiver, a straightforward scheme is for a source to send more duplicates of the important
data. For given bandwidth and storage requirements, this implies taking away some of the bandwidth and storage
that might be used for the enhancement layer bits otherwise. For example, let us consider a two layer video bit
stream, instead of sending every packet with equal chance (0.5), the source may want to first group the base layer
bits and enhancement layer bits into to different types of packets: the base layer packets and enhancement layer
packets. Next, it can push the base layer packets to the assisted servers with higher probability, e.g. 0.7 than those of
an enhancement layer packets. For a limited redundancy, a receiver will likely to recover the base layer information.
Also even when every server has the complete file (high redundancy), the receiver will be able to recover the base
layer information faster since the assisted server pushes the packets randomly to a receiver. This method seems
promising, however, as will be shown later, it is still far from optimal.
We now describe a hierarchical network coding scheme to overcome the decoding delay of the RNC and
duplication of Uncoded schemes, while increasing the chance for a receiver to decode the important bits of the
video in time [16]. Let us consider a r layers scalable video stream. We first divide the stream into a number of
relatively large consecutive chunks. Each chunk consists of the bits from all the layers. Now, within each chunk,
we group the all bits from the same layer i into a number of packets mi . Denote these packets as bi1 , bi2 , ... bimi .
Next, we code the packets within a chunk using one of the following r structures:
pi =
m1
X
j=1
fj1 b1j +
m2
X
j=1
fj2 b2j + .. +
mi
X
fji bij
(1)
j=1
where fji are the non-zero random elements of a finite field Fq and bij are the original packets of layer li . Assuming
that l1 and lr are the most and least important layers, then a coded packet pi would always contain the information
from the base layer. In essence, the coded packets belongs to one of the r classes. Let us denote these classes as
N1 to Nr . The packets belonging to the most important class N1 contain only information about the base layer.
The packets belonging to second most important class contain the information about the base layer and the first
enhancement layer. In general, the packets belonging to a k class contain information about layer 1 to k .
Using this encoding structure, given a random number of coded packets, the probability of recovering original
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TABLE I
C OMPARE CODING SCHEMES WITH 2 LAYERS DATA
Uncoded
WLNC
Hierarchical NC
RNC
a1
a1
a1
a1
a2
a2
a2
a2
a1 + a2
a1 + a2
a1 + a2
b1
b1
a1 + b1
a1 + b 1
b2
b2
a1 + b2
a1 + b 2
b1 + b2
a1 + b1 + b2
a1 + b1 + b2
a2 + b1
a2 + b 1
a2 + b2
a2 + b 2
a2 + b1 + b2
a2 + b1 + b2
a1 + a2 + b1
a1 + a2 + b1
a1 + a2 + b2
a1 + a2 + b2
a1 + a2 + b 1 + b 2
a1 + a2 + b1 + b 2
b1
b2
b1 + b2
packets from a base layer is always larger than those of other layers. In fact, the probability of recovering a packet
from an important layer is always larger that of a less important layer.
To fine tune the probability of receiving a certain type of packets, one can also control the number of packets
belonging to a certain types. For example, one can increase the probability of receiving base layer packets by
generating more packets of N1 type.
To illustrate our approach, let us consider a simple example involving only 4 packets belonging to one base
and one enhancement layer. Let us denote the four packets as a1 , a2 , b1 , and b2 with ai ’s and bi ’s belonging to
the base and enhancement layers, respectively. Further suppose that the coefficients have binary values only. Table
IV-B shows possible encoded packets for four coding schemes: Uncoded, Within Layer NC (WLNC), HNC, and
RNC. The WLNC scheme produces coded packets which are linear combinations of the original packets belonging
to the same layer.
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For each scheme, assuming that the origin server randomly encodes a total of M packets which can be any
of these packets as follows. With the exception of RNC, before coding any any packet, the origin server decides
whether a packet should be coded as the base layer packet with probability P , or as the enhancement layer packet
with probability with 1 − P . After the packet class has been chosen, a packet is randomly and uniformly generated.
Equivalently, the packet is chosen uniformly from all the possible packets within a class. By choosing appropriate
value of P , one can tune the probability of getting packets from certain classes. For the RNC, there is no class,
thus a packet is randomly generated as a random linear combination of the original packets from the entire chunk.
Suppose that three encoded packets (M ) are to be randomly generated by each scheme. It is clear to note that
when using the non-network coding, exactly two of these packets have to be a1 and a2 in order to recover all the
base layer packets (a1 and a2 ). For the WLNC scheme, to recover the base layer packets, two distinct packets have
to come from the N1 class. For the HNC scheme, the probability for recovering both a1 and a2 is larger than that
of WLNC. This is because in addition to being able to recover the N1 packets from two distinct packets from the
N1 class, this scheme is also able to recover the base layer packets with an appropriate combination of 1 N1 packet
and 2 N2 packets, e.g., (a1 ,a1 + b1 , a2 + b1 ). Finally, for the RNC scheme , the probability of recovering base layer
packets is approximately equal to that of HNC for this particular example. In more general scenario, RNC scheme
would have lower probability of obtaining important layers when small number of packets are chosen.
We note that if the origin server only generates packets from N1 class, then one has largest probability of recovering the base layer packets. However by doing so, one will never be able to recover packets from the enhancement
layer. HNC enables one to recover both base and enhancement layer packets with different probabilities. For RNC
in a general setting, as argued in Section IV-A, it may take longer time (more packets) to be able to recover any
of the original packets. But when it does so, it can recover all the packets simultaneously.
As a simple example to show the benefits of HNC, we use a scalable stream with 8 layers. The base layer
contains 8 packets while other 7 enhancement layers contain 4 packets each. P is set to 1/8, i.e., the probability of
generating a packet from any layer is the same. We compare the layer recoverability of non-network coding and
HNC schemes as a function of the total number of random packets generated. The more packets are generated, the
higher recoverability at the expense of larger redundancy. Redundancy is the number of additional packets needed
15
0.6
1
0.9
0.5
0.8
Decodable Probability
Decodable Probability
0.7
0.6
0.5
HNC: 1 layer
HNC: 2 layers
HNC: 3 layers
HNC: 4 layers
HNC: 5 layers
HNC: 6 layers
HNC: 7 layers
HNC: all 8 layers
RNC: all 8 layers
0.4
0.3
0.2
0.1
0
−50
0
50
Redundancy [%]
100
0.4
1 layer
2 layers
3 layers
4 layers
5 layers
6 layers
7 layers
8 layers
0.3
0.2
0.1
150
0
−50
(a)
Fig. 2.
0
50
Redundancy [%]
100
150
(b)
Layer decodable probabilities as a function of redundancy using (a) HNC and (b) non-network coding.
for decoding all the packets in a layer. Figure 2(a) shows this decodable probability for every layer as a function
of redundancy when using HNC and RNC. Similarly, Figure 2(b) shows the decodable probability when no coding
is used.
As seen, when the redundancy is less than 0, using HNC, the receiver is able to decode the most important layer
with higher probability than that of using RNC. Redundancy less than zero represents the case where a receiver
does not receive all 1 × 8 + 7 × 4 packets. This could be due to the servers do not have enough packets or simply the
throughput from all the servers to a receiver is not sufficient for the receiver to receive all the packets in time. In
this case, a receiver is still able to recover packets from the important layers with some high probability. However,
HNC incurs additional bandwidth when the redundancy ranges from 0 to 150%. After 150%, both HNC and RNC
results in approximate performance.
On the other hand, when Uncoded scheme is used, the decodable probability is substantially smaller for a same
specified redundancy level. Even with the redundancy of 150%, a receiver still fails to decode the layers with high
probability. In section VI, we will show more detail performances of network coding schemes for realistic scenarios
and compare their performances with traditional Reed-Solomon codes.
V. J OINT N ETWORK P ROTOCOLS AND C ODING S CHEMES
We now propose network coding schemes for multi-sender streaming framework that reduces the coordination
among servers in CDN or peers in P2P networks. We first discuss the RNC-based protocol.
In this scheme, a video stream F is randomly network coded and dispersed to a number of servers/peers in the
16
network. As described before, a file is partitioned into N chunks c1 , c2 , ..., cN . Each chunk ci is further divided into
n small packets pi1 , pi2 , ..., pin . Now, for each chunk ci , the origin sender will randomly network code the packets
within it, to produce a number of coded packets. These packets will be randomly sent to the assisted servers in a
CDN or peers in a P2P network. Note that each server/peer does not need to keep all n coded packets. They may
keep only a fraction of the coded packets, but each server/peer will have some coded packets from every chunk ci .
Therefore, the total amount of storage of this scheme is small than that of the traditional CDN.
Using this approach, the receiver first requests all the senders to send their packets p1i ’s from the first chunk c1 .
The sender then pushes the packets within a chunk to a receiver in a random manner. After the receiver receives
roughly n coded packets, it will be able to recover n original packets. It then immediately sends a request to all the
senders to start streaming the packets from the second chunk c2 . In the meanwhile, the receiver can start playback
the video. The process continues until the end of the stream is reached. Clearly, there is a delay at the beginning
due to the time for the receiver to receive n independent packets. The attractive feature of this scheme is that no
dynamic packet partition is required. All senders are sending at their available time-varying bandwidth until the
receiver sends an end of chunk request to move to the next chunk. Therefore, TCP can be employed for streaming.
The effective throughput at the receiver is roughly equal to the total throughputs from all the senders. At any point
in time, one sender may have a slow connection, but as long as the total throughput is larger than the playback
rate, the receiver will be able to playback the video smoothly.
We emphasize that this scheme achieves maximum throughput without the complex coordination for allocating
the packets. However, it may not work well when the aggregate throughput of all the senders is smaller than the
video bit rate. Thus, one cannot playback the video smoothly.
We now describe a HNC-based protocol that employs scalable video bit stream to solve this problem. Similar
to the RNC-based scheme, the video file is partitioned into chunks. However, instead of using random network
coding, we employ HNC technique. As discussed previously, HNC packets are coded based on the importance
levels of the bits in a scalable bit stream.
The advantage of HNC is that, given a smaller number of received coded packets due to smaller throughput
during some period of time, the probability of decoding the base layer using HNC is higher than that of RNC
17
Server 1
TCP, 0.5Mb/s
Server 2
TCP
Server n
Fig. 3.
Client
…
Encode
Source
TCP, 0.5Mb/s
Simulation setup.
scheme. Thus, when a receiver determines that it may not have enough time to wait for all the coded packets within
a chunk, it can readily decode the packets from the important layers, and ignore other undecodable packets. It then
signals the senders to send packets from the next chunk. This technique allows a receiver to playback a low quality
but smooth video.
VI. S IMULATION R ESULTS
In this section, we investigate the performances of the proposed schemes. To be concrete, our simulations assume
a CDN scenario in which, there is an origin server with the original video stream. This server distributes either
uncoded or coded packets to a number of assisted servers which are then responsible for streaming the video to
a client as shown in Figure 3. In this simulation, the origin server has a 3 layers scalable video bit stream with a
rate of 432kbps. The base layer rate is 192kbps, while the rates for the two enhancement layers are 120kbps each.
The original stream is divided into a number of chunks ci of length 1 second. Thus each chunk consists of 36
packets of size 1500 bytes. As a result, the base layer and each of two enhancement layers has 16 and 10 packets,
respectively. The origin server distributes the packets to 3 servers using some schemes. Next, TCP is employed to
transmit data from these three servers to a single receiver simultaneously.
We consider the following push-based transmission protocol with different coding schemes. In particular, the
schemes of interest are: Uncoded , Reed Solomon coding, RNC, WLNC, and HNC. Except for the non-network
coding techniques, the protocol used in these schemes are identical to the one described in Section V.
Uncoded. Packets are not coded, however, they are divided into three classes corresponding to the number of
video layers. The origin server randomly pushes packets to the assisted servers with different probabilities P1 , P2 ,
and P3 , based on the classes that the packets belong to.
18
Reed Solomon (RS). Using this scheme, m original packets within a chunk are coded into m(1 + b) coded
packets and distributed randomly to the servers. In this case, m = 16, 10, 10 for the base layer, first enhancement
layer, and second enhancement layer, respectively. Similar to the Uncoded scheme, the packets of three different
classes are generated and pushed to the servers with different probabilities.
RNC. The origin server randomly generates a number of packets as linear combinations of 36 packets for each
chunk, and distributes these packets to the assisted servers. As a result, each assisted server keeps a fraction of
coded packets which are pushed to the receiver randomly. Note that packets are not grouped into class, thus all
coded packets are randomly generated with equal probability.
WLNC. The origin server applies network coding to the packets belonging to the same layer. The coded packets
are then generated and pushed to the assisted servers with different probabilities according to their classes.
HNC. The origin server employs HNC which results in three classes of packets as described in Section IV-B.
These coded packets are generated and pushed to the assisted servers with different probabilities.
First, we characterize the probability of a receiver being able to decode certain layer as a function of storage
for different coding schemes. A layer is decodable if all of its packets are recoverable. This implies that there are
enough distinct coded packets for this layer on the servers. With the exception of RNC, one important parameter for
these schemes are the probabilities for which the packets from certain classes are generated and sent to a receiver.
Intuitively, higher probability of sending packets from a class results in higher probability for a receiver being
able to decode all the packets from that class. That said, we present the simulation results on the decodability for
different transmission (equivalently, generation) probabilities for different classes.
Figure 4 shows the decodable probabilities for different layers when using different schemes. The transmission
probabilities for each layer are set to equal to each other, i.e., P1 = P2 = P3 . As seen, when the redundancy level
is less than zero using HNC has the largest probabilities of recovering layers 1 and 2, followed by WLNC, RS,
RNC, and Uncoded schemes. On the other hand, when the redundancy level is greater than zero, RNC scheme has
the largest probability of recovering layers 1 and 2, followed by HNC, WLNC, RS, and Uncoded schemes. When
the redundancy level is 150%, HNC, WLNC, RS, and RNC schemes can recover all three layers with a probability
close to 1, but the Uncoded scheme requires redundancy of almost 200% to accomplish the same goal.
19
Similarly, Figures 5 and 6 show the decodable probabilities of different schemes when the transmission probability
for layer 1 increases. In particular, the transmission probabilities for the layers are now set as (P1 , P2 , P3 ) =
(0.4, 0.3, 0.3) and (P1 , P2 , P3 ) = (0.5, 0.25, 0.25), respectively. As seen, the decodable probability for layer 1
increases for all the schemes. This is intuitively plausible as more packets of layer 1 are likely to be sent to the
assisted servers, and thus a receiver is likely to be able to decode all the packets from this layer. On the other hand,
this comes at the expense of not getting packets from other layers as shown in Figure 5 and 6.
From the simulation results, it is best to employ RNC and HNC when the redundancy is greater or smaller than
1
1
0.9
0.9
0.8
0.8
0.8
0.7
0.6
0.5
0.4
Hierarchical NC
Within layer NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
0.3
0.2
0.1
0
−50
0
50
100
Redundancy [%]
150
0.7
0.6
0.5
0.4
Hierarchical NC
Within layer NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
0.3
0.2
0.1
0
−50
200
Decodable Probability
1
0.9
Decodable Probability
Decodable Probability
zero, respectively.
0
(a)
50
100
Redundancy [%]
150
0.7
0.6
0.5
0.4
Hierarchical NC
Within layer NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
0.3
0.2
0.1
0
−50
200
0
(b)
50
100
Redundancy [%]
150
200
(c)
1
1
0.9
0.9
0.8
0.8
0.8
0.7
0.6
0.5
0.4
Hierarchical NC
Within layer NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
0.3
0.2
0.1
0
−50
0
50
100
Redundancy [%]
(a)
Fig. 5.
150
0.7
0.6
0.5
0.4
Hierarchical NC
Within layer NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
0.3
0.2
0.1
200
Decodable Probability
1
0.9
Decodable Probability
Decodable Probability
Fig. 4. The probability of a receiver being able to decode (a) first layer; (b) first and second layers; (c) All 3 layers; P1 = P2 = P3 = 1/3.
0
−50
0
50
100
Redundancy [%]
(b)
150
0.7
0.6
0.5
0.4
Hierarchical NC
Within layer NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
0.3
0.2
0.1
200
0
−50
0
50
100
Redundancy [%]
150
200
(c)
The probability of a receiver to be able to decode (a) first layer; (b) first and second layers; (c) All 3 layers; P1 = 0.4, P2 = 0.3,
P3 = 0.3.
We now consider a scenario where each server has much redundancy, thus a receiver will be able to recover the
packets if there is sufficient throughput between itself and the servers. One problem arises, however, when the total
throughput at a receiver is less than the video playback rate due to network congestion. In that case, using HNC
1
1
0.9
0.9
0.8
0.8
0.8
0.7
0.6
0.5
0.4
Hierarchical NC
Within layer NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
0.3
0.2
0.1
0
−50
0
50
100
Redundancy [%]
150
0.7
0.6
0.5
0.4
Hierarchical NC
Within layer NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
0.3
0.2
0.1
200
Decodable Probability
1
0.9
Decodable Probability
Decodable Probability
20
0
−50
(a)
0
50
100
Redundancy [%]
(b)
150
0.7
0.6
0.5
0.4
Hierarchical NC
Within layer NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
0.3
0.2
0.1
200
0
−50
0
50
100
Redundancy [%]
150
200
(c)
Fig. 6. The probability of a receiver to be able to decode (a) first layer; (b) first and second layers; (c) All 3 layers; P1 = 0.5, P2 = 0.25,
P3 = 0.25.
may allow a receiver to receive and decode the most important layers early and in time for playback. A receiver
then can request the next chunk in a video stream from the servers when it determines that there is not enough
throughput to receive the enhancement packets.
To simulate this scenario, we use network simulator NS [17]. We use a number of servers to transmit data
to a receiver as shown in Figure 3. Heavy traffic between the servers and the receiver are generated using on-off
exponential distribution with mean of 300kbps. The on and off periods are set to 50 ms each. The physical bandwidth
for the link between the servers and the receiver are set to 500 kbps. Since TCP is used for transmission the data,
the available throughputs of different connections vary with time, resulting in different number of packets received
per some unit time. Figure 7 (a) and Figure 7(b) show the average time before a client can decode different layers
within a chunk for different schemes when using 3 and 6 servers, respectively. As seen, for the Uncoded scheme,
the time to decode any layer is largest due to the high probability of getting duplicated packets. The performances
of RS schemes are better than Uncoded, but worse than those of RNC and HNC schemes. For the RNC scheme,
the time to decode all 3 layers is smallest. However, the time to decode 1 and 2 layers are longer than those of
the HNC. This is due to the fact that RNC scheme mixes all the packets together; thus it requires a larger number
coded packets to decode any packets. However, when enough number of packets are received, it can decode all
the packets simultaneously. On the other hand, HNC allows a receiver to recover the important packets early, but
pays extra overhead to recover all the packets. This is suitable for scalable video streaming since if there is not
enough bandwidth as automatically dictated by TCP congestion control, the receiver can instruct the servers to start
21
sending packets from the next chunk. In the meanwhile, the receiver can playback the important layers that it has
received. Similar results are obtained when the physical bandwidth of the links are reduced to 70 kbps and 60 kbps
0.6
0.8
0.7
0.5
0.4
0.5
Latency [s]
Latency [s]
0.6
0.4
0.3
Hierarchical NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
0.2
0.1
0
1
2
Number of received layers
(a)
Fig. 7.
3
Hierarchical NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
0.3
0.2
0.1
0
1
2
Number of received layers
3
(b)
Latencies to receive one chunk using non-network coding, RS, RNC, and HNC for (a) 3 servers; (b) 6 servers; Link bandwidth =
500 kbps.
as shown in Figure 8, respectively.
We now compare HNC technique with the coordinated technique in which the receiver instructs the servers 1,
2, 3 to send its packets with equal rates. Packets from more important layer are sent first, followed by the less
important ones. It is easy to see that if the available bandwidth of all the servers are equal to each other, then
this coordinated technique is close to optimal. However, when the available throughputs of these servers are not
equal and varied with time, then the HNC technique can outperform this coordinated technique significantly. In
particular, we assume that relatively large disjoint partitions of data among the senders are used in this coordinated
technique. Furthermore, a receiver can dynamically request a new data allocation from the senders due to the change
in the estimated throughput. However, the new allocation request is only sent after the receiver has received all the
data from the current allocation. Therefore, if the partition size is large, when the available throughputs change, a
receiver may have to wait some time before requesting a new data allocation from the servers. This may result in
suboptimal throughput.
We simulate the unequal throughputs by injecting on-off exponential traffic with the mean of 450 kbps for one
link, and 250 kbps for each of the other two links. The physical bandwidth for each link is set to 500 kbps. As
22
5
4.5
2.5
4
3.5
Latency [s]
Latency [s]
2
1.5
3
2.5
Hierarchical NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
2
1
1.5
Hierarchical NC
Randomized NC
Reed Solomon, b=0.5
Reed Solomon, b=3
No NC
0.5
0
1
0.5
0
1
2
Number of received layers
3
(a)
Fig. 8.
1
2
Number of received layers
3
(b)
Latencies to receive one chunk using non-network coding, RS, RNC, and HNC using six servers (a) physical bandwidth per link
= 70 kbps ; (b) physical bandwidth per link = 60 kbps.
seen in Figure 9, both schemes are able to obtain the base layer packets in reasonable short time. However, the
coordinated scheme take along time to receive the enhancement packets. This is due to the congestion at one link.
During this congestion period, for the coordinated scheme, two other servers are idle since they already sent all of
their packets. However, the partition sent by the server with the congested link takes a long time to arrive at the
receiver. This happens because the receiver cannot dynamically repartition the packets fast enough to accommodate
the change in the available throughput. As a result, the coordinated approach takes up to 60% more time to obtain
a complete chunk.
VII. R ELATED W ORK
Many P2P file sharing systems such as BitTorrents or KaZaa can be viewed as multi-sender systems [18]. This
is because a BitTorrent file is partitioned into multiple distinct pieces, and these pieces are then exchanged among
the peers to increase the receiving throughput 1 . Thus, at any point in time, a peer can receive multiple pieces
from different peers. BitTorrents, however, is not designed for streaming since the pieces of data received at a
peer, can be significantly out-of-order. CoolStreaming, on the other hand, is designed for streaming [10]. However,
it does not use any sophisticated coding. Thus the performance can be shown theoretically lower than those of
1
As compared to using a single server to send the pieces to multiple receivers
23
1
0.9
0.8
Hierarchical NC
Coordinated Scheduling
Latency [s]
0.7
0.6
0.5
0.4
0.3
0.2
0.1
0
Fig. 9.
1
2
Number of received layers
3
Latencies for coordinated transmission vs. non-coordinated HNC based transmission.
P2P systems that employ coding. Systems that employ coding techniques include the work of Byers et al. [19] on
informed overlay network. In this work, Byers et al. proposed to partition data and make use of peers to increase the
throughput of the system. In this approach, each node randomly sends different coded partitions on different links.
Data reconciliation techniques are then used to reduce data redundancy sent between nodes. Random network coding
technique has also been previously used in Avalanche system for file distribution in P2P network [20]. Avalanche
employs random network coding with large block size, and has been shown to substantially improve the overall
throughput compared to other P2P systems. However, because of the large block size, Avalanche is not designed
for streaming. Regarding storage, our CDN model is similar to the work of Acendanski et al. on the distributed
server storage using random network coding [21].
In other work, Padmanabhan et al. used multiple overlay multicast trees to stream multiple descriptions of
the video to the clients [22]. Each multicast tree transmits a description of the video. When a large number of
descriptions are received, higher video quality can be achieved. Recently, Li et al. proposed MutualCast [23] which
focuses on throughput improvement for data dissemination in P2P network. MutualCast employed partitioning
techniques and a fully connected topology to ensure that the upload bandwidth of all the nodes is fully utilized.
24
VIII. C ONCLUSIONS
We have proposed a network coding framework for efficient media streaming in CDNs or P2P networks in which,
multiple servers/peers are employed to simultaneously stream a video to a single receiver. Our framework reduces
the redundancy storage and simplifies the tight synchronization between the senders and receivers. Furthermore,
we proposed an HNC technique to be used with scalable video bit stream to enable a receiver to adapt to the
available bandwidth. Simulation results demonstrate that under certain scenarios, our proposed schemes can result
in bandwidth saving up to 60% over the traditional schemes.
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