Client-side video players employ bitrate adaptation algorithms to cater to the evergrowing QoE requirements of users. These ABR algorithms must balance multiple QoE factors, such as maximizing video bitrate and minimizing rebuffering times. Despite the abundance of recently proposed ABR algorithms, state-of-the-art schemes suffer from two practical challenges: (1) throughput prediction is difficult and inaccurate predictions can lead to degraded performance; (2) existing algorithms use fixed heuristics which have been fine-tuned according to strict assumptions about deployment environments -such tuning precludes generalization across network conditions and QoE objectives.To overcome these challenges, we develop Pensieve, a system that generates ABR algorithms entirely using Reinforcement Learning (RL). Pensieve uses RL to train a neural network model that selects bitrates for future video chunks based on observations collected by client video players. Unlike existing approaches, Pensieve does not rely upon pre-programmed models or assumptions about the environment. Instead, it learns to make ABR decisions solely through observations of the resulting performance of past decisions. As a result, Pensieve can automatically learn ABR algorithms that adapt to a wide range of environmental conditions and QoE metrics. We compare Pensieve to state-of-the-art ABR algorithms using trace-driven and real world experiments spanning a wide variety of network conditions, QoE metrics, and video properties. In all considered scenarios, Pensieve outperforms the best stateof-the-art scheme, with improvements in average QoE of 13.1%-25.0%. Pensieve's policies generalize well, outperforming existing schemes even on networks on which it was not trained.
Over the past two or three years, wireless cellular networks have become faster than before, most notably due to the deployment of LTE, HSPA+, and other similar networks. LTE throughputs can reach many megabits per second and can even rival WiFi throughputs in some locations. This paper addresses a fundamental question confronting transport and application-layer protocol designers: which network should an application use? WiFi, LTE, or Multi-Path TCP (MPTCP) running over both?We compare LTE and WiFi for transfers of different sizes along both directions (i.e. the uplink and the downlink) using a crowdsourced mobile application run by 750 users over 180 days in 16 different countries. We find that LTE outperforms WiFi 40% of the time, which is a higher fraction than one might expect at first sight.We measure flow-level MPTCP performance and compare it with the performance of TCP running over exclusively WiFi or LTE in 20 different locations across 7 cities in the United States. For short flows, we find that MPTCP performs worse than regular TCP running over the faster link; further, selecting the correct network for the primary subflow in MPTCP is critical in achieving good performance. For long flows, however, selecting the proper MPTCP congestion control algorithm is equally important. To complement our flow-level analysis, we analyze the traffic patterns of several mobile apps, finding that apps can be categorized as "short-flow dominated" or "long-flow dominated". We then record and replay these patterns over emulated WiFi and LTE links. We find that application performance has a similar dependence on the choice of networks as flow-level performance: an application dominated by short flows sees little gain from MPTCP, while an application with longer flows can benefit much more from MPTCP -if the application can pick the right network for the primary subflow and the right choice of MPTCP congestion control.
This demo presents a measurement toolkit, Mahimahi, that records websites and replays them under emulated network conditions. Mahimahi is structured as a set of arbitrarily composable UNIX shells. It includes two shells to record and replay Web pages, RecordShell and ReplayShell, as well as two shells for network emulation, DelayShell and LinkShell. In addition, Mahimahi includes a corpus of recorded websites along with benchmark results and link traces (https://github.com/ravinet/sites).Mahimahi improves on prior record-and-replay frameworks in three ways. First, it preserves the multi-origin nature of Web pages, present in approximately 98% of the Alexa U.S. Top 500, when replaying. Second, Mahimahi isolates its own network traffic, allowing multiple instances to run concurrently with no impact on the host machine and collected measurements. Finally, Mahimahi is not inherently tied to browsers and can be used to evaluate many different applications.A demo of Mahimahi recording and replaying a Web page over an emulated link can be found at http://youtu.be/vytwDKBA-8s. The source code and instructions to use Mahimahi are available at
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Electro-optic (EO) image sensors exhibit the properties of high resolution and low noise level at daytime, but they do not work in dark environments. Infrared (IR) image sensors exhibit poor resolution and cannot separate objects with similar temperature. Therefore, we propose a novel framework of IR image enhancement based on the information (e.g., edge) from EO images, which improves the resolution of IR images and helps us distinguish objects at night. Our framework superimposing/blending the edges of the EO image onto the corresponding transformed IR image improves their resolution. In this framework, we adopt the theoretical point spread function (PSF) proposed by Hardie et al. for the IR image, which has the modulation transfer function (MTF) of a uniform detector array and the incoherent optical transfer function (OTF) of diffraction-limited optics. In addition, we design an inverse filter for the proposed PSF and use it for the IR image transformation. The framework requires four main steps: (1) inverse filter-based IR image transformation; (2) EO image edge detection; (3) registration; and (4) blending/superimposing of the obtained image pair. Simulation results show both blended and superimposed IR images, and demonstrate that blended IR images have better quality over the superimposed images. Additionally, based on the same steps, simulation result shows a blended IR image of better quality when only the original IR image is available.
Motivated by the rapid emergence of programmable switches, programmable network interface cards, and software packet processing, this paper asks: given a network task (e.g., virtualization or measurement) in a programmable network, should we implement it at the network's end hosts (the edge) or its switches (the core)? To answer this question, we analyze a range of common network tasks spanning virtualization, deep packet inspection, measurement, application acceleration, and resource management. We conclude that, while the edge is better or even required for certain network tasks (e.g., virtualization, deep packet inspection, and access control), implementing other tasks (e.g., measurement, congestion control, and scheduling) in the network's core has significant benefits---especially as we raise the bar for the performance we demand from our networks. More generally, we extract two primary properties that govern where a network task should be implemented: (1) time scales , or how quickly a task needs to respond to changes, and (2) data locality , or the placement of tasks close to the data that they must access. For instance, we find that the core is preferable when implementing tasks that need to run at short time scales, e.g., detecting fleeting and infrequent microbursts or rapid convergence to fair shares in congestion control. Similarly, we observe that tasks should be placed close to the state that they need to access, e.g., at the edge for deep packet inspection that requires private keys, and in the core for congestion control and measurement that needs to access queue depth information at switches.
This paper makes the case for "Room-Area Networks" (RAN), a new category that falls between personal area networks and local area networks. In a RAN, a set of nodes can hear each other only if they are in the same room, broadly construed as being within earshot. We define a RAN abstraction, and we present example applications ranging from social contact management to building automation to gaming where this abstraction will help. The requirements of a RAN are poorly served by current technologies such as Bluetooth, near-field communication (NFC), Wi-Fi, and infrared. Acoustic channels, on the other hand, are well-suited in principle for effective propagation within human earshot and sharp attenuation at room boundaries. We provide a portable reference implementation of an 802.11a-like physical layer for the acoustic medium that works on current mobile devices, with successful communication even in noisy environments at distances over 8 meters.
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