• DocumentCode
    3691911
  • Title

    Autotune: game-based adaptive bitrate streaming in P2P-assisted cloud-based vod systems

  • Author

    Yuhua Lin;Haiying Shen

  • Author_Institution
    Department of Electrical and Computer Engineering, Clemson University, Clemson, South Carolina 29634
  • fYear
    2015
  • Firstpage
    1
  • Lastpage
    10
  • Abstract
    Hybrid peer-to-peer assisted cloud-based video-on-demand (VoD) systems augment cloud-based VoD systems with P2P networks to improve scalability and save bandwidth costs in the cloud. In these systems, the VoD service provider (e.g., NetFlix) relies on the cloud to deliver videos to users and pays for the cloud bandwidth consumption. The users can download videos from both the cloud and peers in the P2P network. It is important for VoD service provider to (i) minimize the cloud bandwidth consumption, and (ii) guarantee users´ satisfaction (i.e., quality-of-experience). Though previous adaptive bitrate streaming (ABR) methods improve video playback smoothness, they cannot achieve these two goals simultaneously. To tackle this challenge, we propose AutoTune, a game-based adaptive bitrate streaming method. In AutoTune, we formulate the bitrate adaptation problem in ABR as a noncooperative Stackelberg game, where VoD service provider and the users are players. The VoD service provider acts as a leader and it decides the VoD service price for users with the objective of minimizing cloud bandwidth consumption while ensuring users´ participation. In response to the VoD service price, the users select video bitrates that lead to maximum utility (defined as a function of its satisfaction minus associated VoD service fee). Finally, the Stackelberg equilibrium is reached in which the cloud bandwidth consumption is minimized while users are satisfied with selected video bitrates. Experimental results from the PeerSim simulator and the PlanetLab real-world testbed show that compared to existing methods, AutoTune can provide high user satisfaction and save cloud bandwidth consumption.
  • Keywords
    "Videos","Bit rate","Bandwidth","Cloud computing","Servers","Peer-to-peer computing","Games"
  • Publisher
    ieee
  • Conference_Titel
    Peer-to-Peer Computing (P2P), 2015 IEEE International Conference on
  • Type

    conf

  • DOI
    10.1109/P2P.2015.7328526
  • Filename
    7328526