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ACM Multimedia Systems 2011
Quantifying QoS Requirements of
Network Services:
A Cheat-Proof Framework
Kuan-Ta Chen Academia Sinica
Chen-Chi Wu National Taiwan University
Yu-Chun Chang National Taiwan University
Chin-Laung Lei National Taiwan University
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 2
The Long-Lasting Question
For a real-time interactive network
service, what is the minimum level of
network QoS required to provide
satisfactory user experience?
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 3
More Concretely…
Minimum network bandwidth
Maximum packet loss rate
Maximum network delay
for a smooth
Skype
MSN Messenger
AIM
Google Talk
Lineage
World of Warcraft
Unreal Tournament
user experience
What is the
?
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 4
Motivation
Understanding QoS requirements can enable …
Network planning
E.g., how to place game servers if we know the maximum
acceptable RTT of certain online game.
Resource arbitration
E.g., guarantee network bandwidth for conferencing calls at
home gateway
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 5
Our Contributions
A general, cheat-proof framework for quantifying
the minimum QoS needs
cross-application comparative analysis of
applications' minimum network QoS need
E.g., Skype vs. Google Talk
cross-service comparative analysis of network
services' resource demands
E.g., VoIP vs. online games
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 6
Properties of Our Framework
Simple experiment procedure
even inexperienced participants can make consistent
judgments easily
Cheating detection  enabling crowdsourcing
No artificial thresholds are used/defined
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 7
Our Ambition
A simple, cost-effective and
cheat-proofing way
to measure QoS requirements of a
network service
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 8
Intuitive Solution: MOS Rating
Excellent?
Good?
Fair?
Poor?
Bad?
Vote
?
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 9
Why Not MOS: Reasons
Slow in scoring (think/interpretation time)
Not cheat-proof
No justifiable threshold representing
“barely acceptable” level
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 10
Talk Progress
Overview
Methodology
Experiment Design
Cheat Proof Mechanism
Pilot Study
Setup
Consistency Check
Intra-Service Comparison
Inter-Service Comparison
Conclusion
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 11
Method Overview
“Method of Limits” approach from Psychophysics
Repeat measurements:
Gradually decrease application quality until the
quality becomes not acceptable
We record the network QoS that correspond to
minimum acceptable application quality as
“intolerance threshold”
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 12
Intolerance Threshold Measurement
Plateau stage
Remind users the “normal” service quality
Probing
Explore users’ intolerance thresholds
Quality boosting
Enter the next round of measurement
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 13
Probing Stage
Explore users’ intolerance thresholds in a graceful way
Basically following the exponential decay function
Conceptually like “slow start” + “congestion avoidance”
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 14
Cheating Detection
Detect participants who do not pay attention to
experiments even in laboratory
Also, enable crowdsourcing
Crowdsourcing = Crowd + Outsourcing
To reduce experiment cost
Users may give erroneous feedback perfunctorily,
carelessly, or dishonestly
Dishonest users have more incentives to perform tasks
Not every Internet user is trustworthy!
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 15
Randomness in Measurement
Procedures
To prevent users from guessing the current
service quality based on time, run-time
parameters are randomly decided
Plateau stage
Duration: 2 – 6 seconds
Probing stage
Duration: 15 – 25 seconds
Quality boosting
Increased to a random service quality
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 16
Cheat Proof Mechanism
A measured intolerance threshold 
an intolerance threshold sample (ITS)
Basic idea: If a user’s ITS samples are
statistically self-consistent over time
• Assume a user made n ITS samples v = (v1, v2, …, vn)
• Repeat m times: randomly divide v into va and vb test if va ~ vb
using Wilcoxon rank-sum hypothesis test
• The p-value of hypothesis tests is adjusted using the
Bonferroni method (significance level = α/m)
• See if all the p-values are higher than α/m
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 17
Talk Progress
Overview
Methodology
Experiment Design
Cheat Proof Mechanism
Pilot Study
Setup
Consistency Checks
Intra-Service Comparison
Inter-Service Comparison
Conclusion
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 18
Pilot Study
To verify the efficiency and effectiveness of the
our framework
QoS factors
Network bandwidth, packet loss rate, network delay
Applications chosen in the study
VoIP: AIM, MSN Messenger, Skype, Google Talk
Conferencing: AIM, MSN Messenger, Skype
Games
 FPS: Unreal Tournament
 RPG: Lineage, World of Warcraft
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 19
Experiment Setup
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 20
Participants Instruction
The only guideline given was
“Click the SPACE key whenever you find the
service quality intolerable.”
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 21
Summary of Experiment Results
38 part-time employees
20 service-application-QoS factor combinations
1,037 experiment (47.6 hours)
13,184 click actions
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 22
Consistency Checks
Consistency of individual participants
97% passed the cheat-proofing test with signif. level 0.05
Consistency of overall Inputs
Generally consistent
ITS for some application-factor pairs are more variable than
others
 “service quality may not be dentical even if the network
conditions are exactly the same” (due to different workload)
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 23
ITS Consistency Check (1)
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 24
ITS Consistency Check (2)
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 25
ITS Consistency Check (3)
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 26
Consistency Check across
Participants
Different participants agree more on the threshold of an
application than the same participant agrees on the
thresholds of different applications
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 27
Intra-Service Comparative
Assessment (VoIP)
Skype is most demanding in
bandwidth (in contrast to
AIM and Google talk)
Google talk is least robust to
packet loss (in contrast to
Skype)
Can see easily the strength
and weakness of each
application
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 28
Intra-Service Comparative
Assessment (Conferencing)
Skype and MSN Messenger
are more demanding in
bandwidth
Skype is most resilient to
packet loss, but MSN
Messenger is not
None of the applications
excel in all aspects
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 29
Intra-Service Comparative
Assessment (Games)
UT, the only FPS game, is
most demanding in
bandwidth
World of Warcraft is more
bandwidth demanding, and
more resilient to packet loss
than Lineage
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 30
Inter-Service Comparison
Coincidentally, the relative bandwidth needs of
conferencing, VoIP, FPS, and RPG is approx.
8:4:2:1 (70, 35, 17, 8 Kbps)
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 31
Talk Progress
Overview
Methodology
Experiment Design
Cheat Proof Mechanism
Pilot Study
Setup
Consistency Check
Intra-Service Comparison
Inter-Service Comparison
Conclusion
Conclusion
A general, cheat-proof framework for quantifying QoS
requirements of network services
Simple
Even untrained participants can produce consistent inputs
Crowd-sourcing possible!
We hope the framework will be helpful for
Evaluation of competing applications
Application recommendation
Network planning
Resource arbitration
…
ACM Multimedia Systems 2011
Thank You!
Kuan-Ta Chen Academia Sinica
Chen-Chi Wu National Taiwan University
Yu-Chun Chang National Taiwan University
Chin-Laung Lei National Taiwan University
Presented by Cheng-Chu Tu (Stony Brook University)

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Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework

  • 1. ACM Multimedia Systems 2011 Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework Kuan-Ta Chen Academia Sinica Chen-Chi Wu National Taiwan University Yu-Chun Chang National Taiwan University Chin-Laung Lei National Taiwan University
  • 2. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 2 The Long-Lasting Question For a real-time interactive network service, what is the minimum level of network QoS required to provide satisfactory user experience?
  • 3. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 3 More Concretely… Minimum network bandwidth Maximum packet loss rate Maximum network delay for a smooth Skype MSN Messenger AIM Google Talk Lineage World of Warcraft Unreal Tournament user experience What is the ?
  • 4. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 4 Motivation Understanding QoS requirements can enable … Network planning E.g., how to place game servers if we know the maximum acceptable RTT of certain online game. Resource arbitration E.g., guarantee network bandwidth for conferencing calls at home gateway
  • 5. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 5 Our Contributions A general, cheat-proof framework for quantifying the minimum QoS needs cross-application comparative analysis of applications' minimum network QoS need E.g., Skype vs. Google Talk cross-service comparative analysis of network services' resource demands E.g., VoIP vs. online games
  • 6. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 6 Properties of Our Framework Simple experiment procedure even inexperienced participants can make consistent judgments easily Cheating detection  enabling crowdsourcing No artificial thresholds are used/defined
  • 7. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 7 Our Ambition A simple, cost-effective and cheat-proofing way to measure QoS requirements of a network service
  • 8. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 8 Intuitive Solution: MOS Rating Excellent? Good? Fair? Poor? Bad? Vote ?
  • 9. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 9 Why Not MOS: Reasons Slow in scoring (think/interpretation time) Not cheat-proof No justifiable threshold representing “barely acceptable” level
  • 10. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 10 Talk Progress Overview Methodology Experiment Design Cheat Proof Mechanism Pilot Study Setup Consistency Check Intra-Service Comparison Inter-Service Comparison Conclusion
  • 11. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 11 Method Overview “Method of Limits” approach from Psychophysics Repeat measurements: Gradually decrease application quality until the quality becomes not acceptable We record the network QoS that correspond to minimum acceptable application quality as “intolerance threshold”
  • 12. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 12 Intolerance Threshold Measurement Plateau stage Remind users the “normal” service quality Probing Explore users’ intolerance thresholds Quality boosting Enter the next round of measurement
  • 13. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 13 Probing Stage Explore users’ intolerance thresholds in a graceful way Basically following the exponential decay function Conceptually like “slow start” + “congestion avoidance”
  • 14. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 14 Cheating Detection Detect participants who do not pay attention to experiments even in laboratory Also, enable crowdsourcing Crowdsourcing = Crowd + Outsourcing To reduce experiment cost Users may give erroneous feedback perfunctorily, carelessly, or dishonestly Dishonest users have more incentives to perform tasks Not every Internet user is trustworthy!
  • 15. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 15 Randomness in Measurement Procedures To prevent users from guessing the current service quality based on time, run-time parameters are randomly decided Plateau stage Duration: 2 – 6 seconds Probing stage Duration: 15 – 25 seconds Quality boosting Increased to a random service quality
  • 16. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 16 Cheat Proof Mechanism A measured intolerance threshold  an intolerance threshold sample (ITS) Basic idea: If a user’s ITS samples are statistically self-consistent over time • Assume a user made n ITS samples v = (v1, v2, …, vn) • Repeat m times: randomly divide v into va and vb test if va ~ vb using Wilcoxon rank-sum hypothesis test • The p-value of hypothesis tests is adjusted using the Bonferroni method (significance level = α/m) • See if all the p-values are higher than α/m
  • 17. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 17 Talk Progress Overview Methodology Experiment Design Cheat Proof Mechanism Pilot Study Setup Consistency Checks Intra-Service Comparison Inter-Service Comparison Conclusion
  • 18. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 18 Pilot Study To verify the efficiency and effectiveness of the our framework QoS factors Network bandwidth, packet loss rate, network delay Applications chosen in the study VoIP: AIM, MSN Messenger, Skype, Google Talk Conferencing: AIM, MSN Messenger, Skype Games  FPS: Unreal Tournament  RPG: Lineage, World of Warcraft
  • 19. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 19 Experiment Setup
  • 20. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 20 Participants Instruction The only guideline given was “Click the SPACE key whenever you find the service quality intolerable.”
  • 21. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 21 Summary of Experiment Results 38 part-time employees 20 service-application-QoS factor combinations 1,037 experiment (47.6 hours) 13,184 click actions
  • 22. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 22 Consistency Checks Consistency of individual participants 97% passed the cheat-proofing test with signif. level 0.05 Consistency of overall Inputs Generally consistent ITS for some application-factor pairs are more variable than others  “service quality may not be dentical even if the network conditions are exactly the same” (due to different workload)
  • 23. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 23 ITS Consistency Check (1)
  • 24. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 24 ITS Consistency Check (2)
  • 25. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 25 ITS Consistency Check (3)
  • 26. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 26 Consistency Check across Participants Different participants agree more on the threshold of an application than the same participant agrees on the thresholds of different applications
  • 27. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 27 Intra-Service Comparative Assessment (VoIP) Skype is most demanding in bandwidth (in contrast to AIM and Google talk) Google talk is least robust to packet loss (in contrast to Skype) Can see easily the strength and weakness of each application
  • 28. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 28 Intra-Service Comparative Assessment (Conferencing) Skype and MSN Messenger are more demanding in bandwidth Skype is most resilient to packet loss, but MSN Messenger is not None of the applications excel in all aspects
  • 29. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 29 Intra-Service Comparative Assessment (Games) UT, the only FPS game, is most demanding in bandwidth World of Warcraft is more bandwidth demanding, and more resilient to packet loss than Lineage
  • 30. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 30 Inter-Service Comparison Coincidentally, the relative bandwidth needs of conferencing, VoIP, FPS, and RPG is approx. 8:4:2:1 (70, 35, 17, 8 Kbps)
  • 31. Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework / ACM MMSys 2011 31 Talk Progress Overview Methodology Experiment Design Cheat Proof Mechanism Pilot Study Setup Consistency Check Intra-Service Comparison Inter-Service Comparison Conclusion
  • 32. Conclusion A general, cheat-proof framework for quantifying QoS requirements of network services Simple Even untrained participants can produce consistent inputs Crowd-sourcing possible! We hope the framework will be helpful for Evaluation of competing applications Application recommendation Network planning Resource arbitration …
  • 33. ACM Multimedia Systems 2011 Thank You! Kuan-Ta Chen Academia Sinica Chen-Chi Wu National Taiwan University Yu-Chun Chang National Taiwan University Chin-Laung Lei National Taiwan University Presented by Cheng-Chu Tu (Stony Brook University)

Notas do Editor

  1. For example, if the longest acceptable delay for FPS games is 200 ms, an FPS game provider can ensure that game play is at least tolerable by hosting its game servers within 200 ms network delay from the majority of the players’ locations. For example, suppose that the minimum bandwidth required for conference calls is 80 Kbps. To guarantee the quality of such calls, we can allocate at least 80 Kbps of bandwidth to each call, as long as other simultaneous needs do not have stricter real-time requirements
  2. It is generalizable across a variety of networked multimedia services. Thus, it can be applied to compare the resource demands of various services and a service's different implementations. The participants do not have to describe the intensity of their sensations on a categorical or numerical scale. They only need to decide whether or not the current service quality is acceptable; thus, the burden on participants is much less than in the MOS rating experiments. The framework is cheat-proof in that the experiment results can be verified. The verification relies on the consistency of each participant's inputs; that is, the service quality that a participant finds intolerable should be at similar levels in repeated tests. By employing this property, we can detect inconsistent judgments and remove problematic data before performing further analysis and modeling.