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All rights reserved. ©2020
1
Quality Optimization of Live Streaming Services
over HTTP with Reinforcement Learning
The IEEE Global Communications Conference (GLOBECOM)
7 -11 December 2021, Madrid, Spain
Farzad Tashtarian, Reyhane Falanji, Abdelhak Bentaleb, Alireza Erfanian, Peyman S. Mashhadi,
Christian Timmerer, Hermann Hellwagner, and Roger Zimmermann
Christian Doppler laboratory ATHENA | Klagenfurt University | Austria
farzad.tashtarian@aau.at | https://athena.itec.aau.at/
All rights reserved. ©2020
● Introduction
● Proposed approach
● Results
● Conclusion and future work
● Q&A
Agenda
All rights reserved. ©2020
2
All rights reserved. ©2020
Introduction
● Recent years have seen tremendous growth in HTTP adaptive live video
traffic over the Internet.
● HTTP Adaptive Streaming (HAS) has become the de-facto solution
allowing Over-The-Top(OTT) services to deliver an acceptable Quality of
Experience (QoE)
● Dynamic network conditions and diverse request patterns
○ A large overhead and significant increase in time complexity
3
4
HAS Player
Video Distribution Network
Internet
Video Contribution
CDN Server
CDN Server
CDN Server
Origin Server
ABR
Encoder
Live
Source
HAS Player
HAS Player
5
HAS Player
Video Distribution Network
Internet
Video Contribution
CDN Server
CDN Server
CDN Server
Origin Server
ABR
Encoder
Live
Source
HAS Player
HAS Player
6
HAS Player
Video Distribution Network
Internet
Video Contribution
CDN Server
CDN Server
CDN Server
Origin Server
ABR
Encoder
Live
Source
HAS Player
HAS Player
HTTP Request
for blue segment
HTTP Request
for red segment
7
HAS Player
Video Distribution Network
Internet
Video Contribution
CDN Server
CDN Server
CDN Server
Origin Server
ABR
Encoder
Live
Source
HAS Player
HAS Player
HTTP Response
for blue segment
HTTP Response
for red segment
8
Video Distribution Network
Internet
Video Contribution
CDN Server
Origin Server
ABR
Encoder
Live
Source
HAS Player
HTTP Response
for blue segment
HTTP Response
for red segment
How to increase clients’ QoE by considering :
1- Network Bandwidth between users and CDN server
2- Number of requests for a similar channel and quality
3- Different serving methods:
- Fetch from CDN/origin server
- Transcoding from higher quality to lower one
- Serving with lower quality
All rights reserved. ©2020
Problem Definition
How do we process and serve numerous clients’
requests, demanding different live channels with
various bitrates, at the network edge to elevate the
clients’ perceived QoE in a network with adverse
bandwidth conditions?
9
10
Video Distribution Network
Internet
Video Contribution
CDN Server
Origin Server
ABR
Encoder
Live
Source
HAS Player
Solution: ROPL,
● A learning-based client request management
solution at the edge
● leverage the deep reinforcement learning,
● serve requests of concurrent users joining
various HTTP-based live video channels
RL-based Virtual
Reverse Proxy
(RVP)
HTTP Request
for blue segment
11
Video Distribution Network
Internet
Video Contribution
CDN Server
Origin Server
ABR
Encoder
Live
Source
HAS Player
Solution: ROPL,
● A learning-based client request management
solution at the edge
● leverage the deep reinforcement learning,
● serve requests of concurrent users joining
various HTTP-based live video channels
RL-based Virtual
Reverse Proxy
(RVP)
HTTP Response
for blue segment
All rights reserved. ©2020
ROPL Architecture
● The RVP consists of the following modules:
○ service manager(SM),
○ bitrate classifier (BC),
○ bandwidth monitor (BM),
○ partial cache,
○ deep reinforcement learning (DRL)agent.
12
All rights reserved. ©2020
Deep Reinforcement Learning (DRL) Agent
● Proximal Policy Optimization (PPO)
● Policy gradient-based algorithm with an actor-critic approach
● Markov Decision Process (MDP) model
● The translation of our scenario into an MDP model is as
follows:
○ State Space
○ Action Space
○ Policy
○ Reward Function
13
All rights reserved. ©2020
All rights reserved. ©2020
DRL Agent- State Space
14
Observation Space
indicates the number of the same requests for bitrate j
(considering an ascending order) of the live channel i
is the available bandwidth given from the SM module
All rights reserved. ©2020
DRL Agent- Action Space
15
is a set of actions that can be performed by the DRL agent
A set of selected actions by the DRL agent at time step τ
Indicates the selected action for aggregated requests in the jth
queue of the ith live channel with number
16
ACT1: fetching the requested segment s with bitrate j directly
from the remote CDN/origin server;
ACT2: serving segments with bitrate j* demanded by request i*
in the same time step, where j* < j and action of i* is ACT#1
ACT3: serving by transcoding segment s from a higher bitrate
j* demanded by request i* where ACT#1 is selected for i*
ACT4: do nothing
DRL Agent- Action Space ...
All rights reserved. ©2020
DRL Agent- Policy
● Policy refers to the logic based on which the agent takes
action according to a particular observation.
● The policy is optimized by learning from the environment and
updates based on reward signals.
● A desired convergence of policy happens when the agent learns
to take the most rewarding action with the highest conditional
probability, and a policy update does not change the current
one.
17
All rights reserved. ©2020
DRL Agent- Reward Function
18
❏ An undeniable role in the DRL
❏ Guides the agent towards the following purpose:
serving requests with the lowest cost and the maximum QoE
The proposed reward function consists of
● Serving cost
● Violation penalty
DRL Agent- Reward Function - Serving Cost
19
Serving cost C1-C4 for applying ACK1-ACK4 respectively.
by considering the cost for serving
a requested bitrate with a lower
one, coefficient α2 is selected
the required
transcoding time
A coefficient regarding
the cost of bandwidth for
applying ACT#1
A coefficient regarding the cost of
computational resources for applying
ACT#3,
Serving by fetch Serving by lower bitrates
Serving by transcoding
All rights reserved. ©2020
DRL Agent- Reward Function - Violation Penalty
20
For every action set in a timestep, penalty signals are encountered as
many as the number of violations according to the following constraints:
● CON#1: empty request
○ whenever any action other than ACT#4 is taken for an empty request
● CON#2: bandwidth
○ when a fetch action (ACT#1) is taken, but the bandwidth limit is
violated.
● CON#3: existing of lower bitrate
○ when the agent decides to serve requests in a queue by a lower
bitrate, however ACT#1 has not been taken for a queue that
contains request(s) with similar segment number but lower bitrate;
● CON#4: existing of higher bitrate
○ when a queue is supposed to be served by transcoding from a
higher bitrate version of the same segment, but no queue with a
higher bitrate request has performed a successful fetch action
(ACT#1);
● CON#5: non-empty queue
○ a “do nothing” decision for a non-empty queue.
21
DRL Agent- Reward Function
the normalized
total cost in time
step τ
the normalized
total penalty in time
step τ
sum of violation in
time step τ
sum of actions’ cost and
violation in time step τ
22
Heuristic Post-Processing Algorithm
Prevent applying invalid actions on requests
23
Performance Evaluation
We conduct the performance evaluation in two modes:
● Simulation scenarios
○ six scenarios for different numbers of live channels, players, and various
amounts of bandwidth
● Real-world scenarios
○ RVP in Python to serve requests received from the goDASH player
○ HTTP origin server on an AWS virtual machine located in the Frankfurt
zone
○ CH1(Big Buck Bunny), CH2(Tears of Steel), CH3(Sintel)
CH1: {180p@0.25Mbps, 360p@1.1Mbps, 414p@1.82Mbps, 720p@3.0Mbps, 1080p@3.89Mbps}
CH2: {216p@0.39Mbps, 360p@1.1Mbps, 414p@1.82Mbps, 720p@2.38Mbps, 1080p@3.89Mbps}
CH3: {288p@0.57Mbps, 414p@1.82Mbps, 720p@2.38Mbps, 1080p@3.89Mbps, 1080p@4.3Mbps}
24
Simulation Experiments
Frequency of penalties (a) and taken actions (b) for different
scenarios using ROPL model in simulation
Simulation Experiments ...
25
Resulted reward (a) and loss (b) using ROPL model in simulations
Real-world Experiment
26
Achieved average QoE for each channel clients and different total
bandwidth configurations using ROPL in real-world experiments.
All rights reserved. ©2020
Conclusion and Future Work
● We proposed ROPL,
○ a reinforcement learning approach
○ optimizing HTTP-based live streaming
○ an edge based mechanism
○ trace-driven simulations and a real-world setup
○ outperforms existing heuristic-based approaches in terms of
QoE, with a factor up to 3.7×
● Extend ROPL to support multiple RVPs
27
All rights reserved. ©2020
2
Quality Optimization of Live Streaming Services
over HTTP with Reinforcement Learning
The IEEE Global Communications Conference (GLOBECOM)
7 -11 December 2021, Madrid, Spain
Farzad Tashtarian, Reyhane Falanji, Abdelhak Bentaleb, Alireza Erfanian, Peyman S. Mashhadi,
Christian Timmerer, Hermann Hellwagner, and Roger Zimmermann
Christian Doppler laboratory ATHENA | Klagenfurt University | Austria
farzad.tashtarian@aau.at | https://athena.itec.aau.at/

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Quality Optimization of Live Streaming Services over HTTP with Reinforcement Learning

  • 1. All rights reserved. ©2020 1 Quality Optimization of Live Streaming Services over HTTP with Reinforcement Learning The IEEE Global Communications Conference (GLOBECOM) 7 -11 December 2021, Madrid, Spain Farzad Tashtarian, Reyhane Falanji, Abdelhak Bentaleb, Alireza Erfanian, Peyman S. Mashhadi, Christian Timmerer, Hermann Hellwagner, and Roger Zimmermann Christian Doppler laboratory ATHENA | Klagenfurt University | Austria farzad.tashtarian@aau.at | https://athena.itec.aau.at/
  • 2. All rights reserved. ©2020 ● Introduction ● Proposed approach ● Results ● Conclusion and future work ● Q&A Agenda All rights reserved. ©2020 2
  • 3. All rights reserved. ©2020 Introduction ● Recent years have seen tremendous growth in HTTP adaptive live video traffic over the Internet. ● HTTP Adaptive Streaming (HAS) has become the de-facto solution allowing Over-The-Top(OTT) services to deliver an acceptable Quality of Experience (QoE) ● Dynamic network conditions and diverse request patterns ○ A large overhead and significant increase in time complexity 3
  • 4. 4 HAS Player Video Distribution Network Internet Video Contribution CDN Server CDN Server CDN Server Origin Server ABR Encoder Live Source HAS Player HAS Player
  • 5. 5 HAS Player Video Distribution Network Internet Video Contribution CDN Server CDN Server CDN Server Origin Server ABR Encoder Live Source HAS Player HAS Player
  • 6. 6 HAS Player Video Distribution Network Internet Video Contribution CDN Server CDN Server CDN Server Origin Server ABR Encoder Live Source HAS Player HAS Player HTTP Request for blue segment HTTP Request for red segment
  • 7. 7 HAS Player Video Distribution Network Internet Video Contribution CDN Server CDN Server CDN Server Origin Server ABR Encoder Live Source HAS Player HAS Player HTTP Response for blue segment HTTP Response for red segment
  • 8. 8 Video Distribution Network Internet Video Contribution CDN Server Origin Server ABR Encoder Live Source HAS Player HTTP Response for blue segment HTTP Response for red segment How to increase clients’ QoE by considering : 1- Network Bandwidth between users and CDN server 2- Number of requests for a similar channel and quality 3- Different serving methods: - Fetch from CDN/origin server - Transcoding from higher quality to lower one - Serving with lower quality
  • 9. All rights reserved. ©2020 Problem Definition How do we process and serve numerous clients’ requests, demanding different live channels with various bitrates, at the network edge to elevate the clients’ perceived QoE in a network with adverse bandwidth conditions? 9
  • 10. 10 Video Distribution Network Internet Video Contribution CDN Server Origin Server ABR Encoder Live Source HAS Player Solution: ROPL, ● A learning-based client request management solution at the edge ● leverage the deep reinforcement learning, ● serve requests of concurrent users joining various HTTP-based live video channels RL-based Virtual Reverse Proxy (RVP) HTTP Request for blue segment
  • 11. 11 Video Distribution Network Internet Video Contribution CDN Server Origin Server ABR Encoder Live Source HAS Player Solution: ROPL, ● A learning-based client request management solution at the edge ● leverage the deep reinforcement learning, ● serve requests of concurrent users joining various HTTP-based live video channels RL-based Virtual Reverse Proxy (RVP) HTTP Response for blue segment
  • 12. All rights reserved. ©2020 ROPL Architecture ● The RVP consists of the following modules: ○ service manager(SM), ○ bitrate classifier (BC), ○ bandwidth monitor (BM), ○ partial cache, ○ deep reinforcement learning (DRL)agent. 12
  • 13. All rights reserved. ©2020 Deep Reinforcement Learning (DRL) Agent ● Proximal Policy Optimization (PPO) ● Policy gradient-based algorithm with an actor-critic approach ● Markov Decision Process (MDP) model ● The translation of our scenario into an MDP model is as follows: ○ State Space ○ Action Space ○ Policy ○ Reward Function 13 All rights reserved. ©2020
  • 14. All rights reserved. ©2020 DRL Agent- State Space 14 Observation Space indicates the number of the same requests for bitrate j (considering an ascending order) of the live channel i is the available bandwidth given from the SM module
  • 15. All rights reserved. ©2020 DRL Agent- Action Space 15 is a set of actions that can be performed by the DRL agent A set of selected actions by the DRL agent at time step τ Indicates the selected action for aggregated requests in the jth queue of the ith live channel with number
  • 16. 16 ACT1: fetching the requested segment s with bitrate j directly from the remote CDN/origin server; ACT2: serving segments with bitrate j* demanded by request i* in the same time step, where j* < j and action of i* is ACT#1 ACT3: serving by transcoding segment s from a higher bitrate j* demanded by request i* where ACT#1 is selected for i* ACT4: do nothing DRL Agent- Action Space ...
  • 17. All rights reserved. ©2020 DRL Agent- Policy ● Policy refers to the logic based on which the agent takes action according to a particular observation. ● The policy is optimized by learning from the environment and updates based on reward signals. ● A desired convergence of policy happens when the agent learns to take the most rewarding action with the highest conditional probability, and a policy update does not change the current one. 17
  • 18. All rights reserved. ©2020 DRL Agent- Reward Function 18 ❏ An undeniable role in the DRL ❏ Guides the agent towards the following purpose: serving requests with the lowest cost and the maximum QoE The proposed reward function consists of ● Serving cost ● Violation penalty
  • 19. DRL Agent- Reward Function - Serving Cost 19 Serving cost C1-C4 for applying ACK1-ACK4 respectively. by considering the cost for serving a requested bitrate with a lower one, coefficient α2 is selected the required transcoding time A coefficient regarding the cost of bandwidth for applying ACT#1 A coefficient regarding the cost of computational resources for applying ACT#3, Serving by fetch Serving by lower bitrates Serving by transcoding
  • 20. All rights reserved. ©2020 DRL Agent- Reward Function - Violation Penalty 20 For every action set in a timestep, penalty signals are encountered as many as the number of violations according to the following constraints: ● CON#1: empty request ○ whenever any action other than ACT#4 is taken for an empty request ● CON#2: bandwidth ○ when a fetch action (ACT#1) is taken, but the bandwidth limit is violated. ● CON#3: existing of lower bitrate ○ when the agent decides to serve requests in a queue by a lower bitrate, however ACT#1 has not been taken for a queue that contains request(s) with similar segment number but lower bitrate; ● CON#4: existing of higher bitrate ○ when a queue is supposed to be served by transcoding from a higher bitrate version of the same segment, but no queue with a higher bitrate request has performed a successful fetch action (ACT#1); ● CON#5: non-empty queue ○ a “do nothing” decision for a non-empty queue.
  • 21. 21 DRL Agent- Reward Function the normalized total cost in time step τ the normalized total penalty in time step τ sum of violation in time step τ sum of actions’ cost and violation in time step τ
  • 22. 22 Heuristic Post-Processing Algorithm Prevent applying invalid actions on requests
  • 23. 23 Performance Evaluation We conduct the performance evaluation in two modes: ● Simulation scenarios ○ six scenarios for different numbers of live channels, players, and various amounts of bandwidth ● Real-world scenarios ○ RVP in Python to serve requests received from the goDASH player ○ HTTP origin server on an AWS virtual machine located in the Frankfurt zone ○ CH1(Big Buck Bunny), CH2(Tears of Steel), CH3(Sintel) CH1: {180p@0.25Mbps, 360p@1.1Mbps, 414p@1.82Mbps, 720p@3.0Mbps, 1080p@3.89Mbps} CH2: {216p@0.39Mbps, 360p@1.1Mbps, 414p@1.82Mbps, 720p@2.38Mbps, 1080p@3.89Mbps} CH3: {288p@0.57Mbps, 414p@1.82Mbps, 720p@2.38Mbps, 1080p@3.89Mbps, 1080p@4.3Mbps}
  • 24. 24 Simulation Experiments Frequency of penalties (a) and taken actions (b) for different scenarios using ROPL model in simulation
  • 25. Simulation Experiments ... 25 Resulted reward (a) and loss (b) using ROPL model in simulations
  • 26. Real-world Experiment 26 Achieved average QoE for each channel clients and different total bandwidth configurations using ROPL in real-world experiments.
  • 27. All rights reserved. ©2020 Conclusion and Future Work ● We proposed ROPL, ○ a reinforcement learning approach ○ optimizing HTTP-based live streaming ○ an edge based mechanism ○ trace-driven simulations and a real-world setup ○ outperforms existing heuristic-based approaches in terms of QoE, with a factor up to 3.7× ● Extend ROPL to support multiple RVPs 27
  • 28. All rights reserved. ©2020 2 Quality Optimization of Live Streaming Services over HTTP with Reinforcement Learning The IEEE Global Communications Conference (GLOBECOM) 7 -11 December 2021, Madrid, Spain Farzad Tashtarian, Reyhane Falanji, Abdelhak Bentaleb, Alireza Erfanian, Peyman S. Mashhadi, Christian Timmerer, Hermann Hellwagner, and Roger Zimmermann Christian Doppler laboratory ATHENA | Klagenfurt University | Austria farzad.tashtarian@aau.at | https://athena.itec.aau.at/