The Congestion Game Jeff Chase Duke University Review What are - - PowerPoint PPT Presentation

the congestion game
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The Congestion Game Jeff Chase Duke University Review What are - - PowerPoint PPT Presentation

The Congestion Game Jeff Chase Duke University Review What are the limits to throughput for TCP? Limits to Throughput Host limitations/overhead Flow limits: how fast can app can produce or consume data? Wire speed


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SLIDE 1

The Congestion Game

Jeff Chase Duke University

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SLIDE 2

Review

  • What are the limits to throughput for TCP?
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SLIDE 3

Limits to Throughput

  • Host limitations/overhead
  • Flow limits: how fast can app can produce or consume

data?

  • Wire speed
  • Congestion limits available bandwidth.
  • Efficiency

– Leaving network idle – Sending duplicate data – High ratio of control to data – What causes loss of efficiency?

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SLIDE 4

TCP Efficiency

  • Retransmission timer

– Underestimate RTT causes unnecessary retrans – Overestimate RTT leaves bandwidth idle

  • Window sizes

– Too small? Leaves bandwidth idle.

  • Congestion window estimation

– Slow start – Sawtooth – Must be conservative…but not too conservative

  • Not conservative enough? Congestion collapse.
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SLIDE 5

Sending Too Fast

  • What happens if the sender goes too fast?
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SLIDE 6

Sending Too Fast

  • Overflow at receiver? Receiver drops packet.
  • Overflow network link? NIC drops packet.
  • Overflow router? Router drops packet.
  • Faster than fair share?

– Pro: you win – Con: somebody else loses – TCP is a game

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SLIDE 7

Max-Min Fairness Criteria

  • “Fair sharing”
  • But flows have differing demands…
  • Flows demanding less than their share get as much as

they need.

  • Flows demanding more than their share split the

surplus.

  • Generalizes to proportional sharing
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SLIDE 8

Trust and Rate Control

  • Is gaming TCP a security problem?
  • How should the network deal with this?
  • Whose responsibility is it?
  • What incentive does anyone have to play the game by

the rules? – Good Samaritan? – Rodney King: “Can’t we all just get along?” – Judge Judy? – Adam Smith?

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SLIDE 9

TCP Game (RFC 2581)

  • Ack each segment with highest seqnum received.
  • Acks drive actions at sender: self-clocking
  • Below ssthresh, double window on each ack.

– “Slow start”

  • Above ssthresh, increment window on each ack.

– Additive increase == “congestion avoidance”

  • Loss? Congestion! Cut window in half.

– Multiplicative decrease == “congestion control”

  • Triple dup ack? Loss! “Fast retransmit”. (Tahoe)
  • After fast-retransmit loss, back to ssthresh, every ack adds to

1/cwnd to window, even dups. – “Fast recovery” (Reno)

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SLIDE 10

Savage TCP (Daytona)

  • Attack: “Ack early, ack often”.

– Three variations on a theme. – Ack early hides congestion loss. – “Big ack attack”

  • Defense:

– Don’t make hidden assumptions.

  • One ack per segment? Uh uh.

– Remove incentives to cheat. – Trust but verify.

  • Nonces and cumulative nonces.