Multiple-Class Dynamic Threshold algorithm for Multimedia Traffic

멀티미디어 트래픽을 위한 MCDT (Multiple-Class Dynamic Threshold) 알고리즘

  • Kim, Sang-Yun (Department of Information and Telecommunication Engineering, Graduate School of Hankuk Aviation University) ;
  • Lee, Sung-Chang (School of Electronics, Telecommunications, and Computer Engineering, Hankuk Aviation University) ;
  • Ham, Jin-Ho (Electronics and Telecommunications Research Institute)
  • 김상윤 (한국항공대학교, 정보통신 대학원) ;
  • 이성창 (한국항공대학교 항공전자정보통신공학부) ;
  • 함진호 (한국전자통신연구원)
  • Published : 2005.12.01

Abstract

Traditional Internet applications such as FIP and E-mail are increasingly sharing bandwidth with newer, more demanding applications such as Web browsing, IP telephony, video conference and online games. These new applications require Quality of Service (QoS), in terms of delay, loss and throughput that are different from QoS requirements of traditional applications. Unfortunately, current Active Queue Management (AQM) approaches offer monolithic best-effort service to all Internet applications regardless of the current QoS requirements. This paper proposes and evaluates a new AQM technique, called MCDT that provides dynamic and separated buffer threshold for each Applications, those are FTP and e-mail on TCP traffic, streaming services on tagged UDP traffic, and the other services on untagged UDP traffic. Using a new QoS metric, our simulations demonstrate that MCDT yields higher QoS in terms of the delay variation and a packet loss than RED when there are heavy UDP traffics that include streaming applications and data applications. MCDT fits the current best-effort Internet environment without high complexity.

현재 사용되고 있는 Internet상의 트래픽은 어플리케이션의 종류에 따라 다양한 수준의 QoS 요구조건, 즉, Delay, Loss 그리고 Throughput성능에 대한 요구조건을 오청하고 있다. TCP protocol을 사용하는 ETP서비스나 E-Mail 등의 서비스는 Delay나 Loss 성능보다는 Throughput성능에 대한 요구가 높은 편이기 때문에 앞의 두 성능악화의 반대급부로서 Throughput성능을 보장받곤 한다. 반면에, 대부분 UDP protocol을 사용하는 real-time streaming 어플리케이션, 예를 들면, IP telephony, Video conferencing, 혹은 network games등의 어플리케이션은 여타의 것들에 비하여 Throughput 보다는 delay나 loss에 대한 성능을 상대적으로 높게 요구한다. 하지만 현재의 AQM들은 best-effort 서비스에 초점을 맞추고 있다. 즉, throughput 성능을 위하여 delay나 loss성능을 희생하고 있기 때문에 다양한 어플리케이션에 적합한 서비스를 제공하기 힘들다. 따라서 본 논문에서는 각 어플리케이션이 필요로 하는 QoS 성능을 고려하여 어플리케이션들을 세 가지 클래스로 분류한 뒤 적합한 QoS 요구조건을 고려한 새로운 AQM 알고리즘을 제안한 뒤, 시뮬레이션을 통하여 다른 AQM 알고리즘과 비교 분석하고 그에 대한 결론을 도출한다.

Keywords

References

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