Title: Design of Routers for Optical Burst Switched Networks
1Design of Routers for Optical Burst Switched
Networks
- Dissertation Proposal Defense
- Jai Ramamirtham (jai_at_arl.wustl.edu)
- Dissertation Advisor Dr. Jon Turner
2Optical Burst Switching Concept
WDM links
Concentrator
One or more wavelengths used to transmit control
information (Burst Header Cells).
Optical switches switch data from incoming
wavelength channels to outgoing wavelength
channels (possibly switching the data from one
wavelength to another)
Concentrators transmit user data in the OBS
format. May aggregate user packets to improve
efficiency.
- Uses optics for data transmission
- Uses electronics for control
- Achieves good statistical multiplexing
performance with little or no buffering
3Optical Burst Switching Concept
WDM links
Concentrator
4Optical switch design
Switching
WDM fibers
Contention resolution
- Multiplexing/Demultiplexing
- Passive couplers
- Switching
- High speed optical crossbars based on
Semiconductor optical amplifiers (SOA) or Lithium
Niobate switches
5Contention resolution
- Buffering using Fiber Delay Lines
- Half a second of buffering gt 94,000 miles of
fiber - Recirculation through a smaller fiber gt signal
degradation - Not random access
- Deflection routing
- Forward packet that loses contention to a random
next hop - Effectiveness depends heavily on network topology
- Out of order delivery of packets
- Wavelength conversion
- Doesnt rely on buffers to provide good
performance - Technology still remains expensive
Most optical switching solutions are not cost
effective
6Dissertation outline
- Objective To identify and study switch designs
that reduce the cost of optical switching systems
and give good performance - Wavelength converting switches using Arrayed
Waveguide Grating Routers (WGRs) - Time Sliced Optical Burst Switching (TSOBS)
- Aggregation and Load Balancing for TSOBS networks
7Wavelength Converting Switches
h wavelengths
d input/output fibers
- d input/output fibers (typical values d4,8,16)
- h wavelength channels (typical values
h64,128,256) - d8, h256, each wavelength channel carries 10
Gb/s, agg. system throughput 20.48 Tb/s
8Wavelength Grating Router(WGR)
TWC
- Passive device, much less complex than crossbars
- Combination of tunable wavelength converters and
wavelength router provides required switching
9WGR-based switch
hxh WGR
h/d
h
d
d
hxh WGR
h
h/d
- Optical crossbars are substituted with WGRs
- Complexity of system reduced significantly
- Introduces blocking in the system
10Modeling as a Game board
Color of a square corresponds to the output fiber
reached using the wavelength (column) at the
input (row)
Each row pattern is a cyclic shift of the
previous row within a block
Each block can have an independently different
pattern
- The configuration can be modeled as a game board
- d hxh blocks
- Rows within a block are cyclic shifts of the
previous one - Different blocks can have different patterns
11Puzzle formulation
Only one token of any color in a column
Tokens placed on squares of the same color
- Setting up connections within switch can be
modeled as a puzzle - Place colored (up to d.h) tokens beside the board
- Move the tokens on the board on squares such that
- Token has the same color as the square it is
placed on - No two tokens of the same color are in the same
column - If puzzle solvable for all possible setups,
switch is rearrangeably non-blocking
12Two-Player Game formulation
- Game models a burst switch where bursts arrive
and leave randomly - Two players blocker and setter
- Blocker has k tokens of each color
- Blocker removes zero or more tokens and places
one or more tokens beside the board - Setter tries to place the tokens on the board
- If setter can keep the game going indefinitely,
then non-blocking
13Solving puzzle setups
- Breaks apart into d sub-graphs for each output
- Accommodate new connections by rearranging
existing ones using augmenting path algorithm
14Good game boards
- Definition
- A game board is k-solvable if every puzzle setup
with at most k tokens of any color can be solved - Definition
- Cover of row i for output j set of columns that
have a j-colored square in row i - Cover of a set of rows R Union of the covers of
the rows contained in R - Game board is k-solvable iff the cover of all
sets of r ? k rows contains at least r columns - A good game board is one that maximizes the
covers of all possible row sets R of size ? h
15Finding good game boards
- Spread the squares unevenly across the rows
- Randomizing the positions of the squares can help
maximize the covers of rows
16A bad game board
17Game board results
- Is there a game board configuration that is
rearrangeably non-blocking? Answer No - Number of tokens that can be guaranteed to be
placed ? h-d1 - For d2, a contiguous game board is optimum
- For a random game board, with a randomly selected
set of rows, r
18Random game boards
Also upper bound on probability that a given set
of r rows misses one or more columns.
- Shows average number of columns that are not
covered by a set of rows - For d8, probability that a set of ? 140 rows do
not cover a column is one in a million - easy to solve a random puzzle setup
19Burst switch simulation
- Switch Size 8 input/output fibers
- No buffering
- Burst inter-arrival times are exponentially
distributed - Bursts assigned to a random output
- Arriving bursts assigned to first available
wavelength to reach the output - Corresponds to placing the token in the leftmost
available square - Burst rejection probability
- Fraction of arriving bursts that must be discarded
20Simulation results
d 8
- Results for random game boards
21Game board configurations
b) Interleaved
a) Contiguous
- c) Random configuration
- d) Hand-tuned configuration
22Different configurations
Config 1 contiguous Config 2
interleaved Config 3 random Config 4
hand-tuned
- Results for various game boards for
- d8, h256
23Results with rearrangement
- Use the bipartite augmenting path algorithm to
rearrange connections - Results matched non-blocking results almost
exactly - Reaffirms the fact that for a set of inputs, the
available output channels is sufficient in most
cases - Better token placement strategies for the setter
can result in better performance
24Token placement strategies
- Place tokens on the game board such that the
probability of new bursts getting dropped is
minimized - Evaluated strategies
- First available column
- Random available column
- Least affecting column
- Most available column
- 89 of the utilization of a strictly non-blocking
switch
25Extension with buffering
TWC
WavelengthRouter
h
TWC
d
input fibers
d
TWC
WavelengthRouter
h
TWC
Few channels at the inputs need to be dedicated
to buffer ports
RCV
TL
WavelengthRouter
h
RCV
TL
Contention among inputs to reach buffer ports
b ports for buffering
b
RCV
TL
WavelengthRouter
h
RCV
TL
tunable lasers
fixed receivers
electronic buffers
- Determine the optimum number of buffering ports
to get maximum performance
26Extension using multiple WGRs
- Game board has k.h columns
- Additional constraint that only one token of a
color can be placed in columns i, hi,, (k-1)hi - Trivial construction with k d that is strictly
non-blocking
27Dissertation outline
- Objective To identify and study switch designs
that reduce the cost of optical switching systems
and give good performance - Wavelength converting switches using Arrayed
Waveguide Grating Routers (WGRs) - Time Sliced Optical Burst Switching (TSOBS)
- Aggregation and Load Balancing for TSOBS networks
28Network architecture
WDM links
Concentrator
Packet from a host
Space-division optical switches switch data from
incoming timeslots to timeslots in the outgoing
link (possibly delaying the data)
Lower bit-rate host interface (e.g. Gig-Ethernet)
Frame of time slots
- Time Sliced Optical Burst Switching (TSOBS) is
designed to eliminate need for wavelength
conversion by switching in the time domain
instead - Can be done with very little buffering capacity
29Design Issues Timeslot duration
- Timeslot duration
- each timeslot has a guard time to allow for
timing uncertainties - solid-state switches perform switching in 10 ns
or less - accuracy of synchronization of timeslots also is
a determining factor for the guard time - guard times of 10-100 ns implies that we need to
have a timeslot of the order of 1 ?s for data
transmission efficiency - at transmission rates of 10 Gb/s, 1 ?s timeslot
corresponds to approximately 1100 bytes of user
data - with 90 timeslots per frame, each timeslot
corresponds to a 100 Mb/s channel
30Design Issues Timeslots per frame
- For single timeslot bursts, good performance with
moderate number of timeslots per frame
31Effect of burst length on performance
- Performance reduces if bursts are longer than a
single timeslot - We expect most packets to be contained within a
single timeslot
32Switch architecture
The controller used the information in the BHCs
to make switching decisions and generates the
corresponding control signals
Optical Time Slot Interchangers provide the
required time domain switching
Crossbars perform the required space switching
SYNC blocks synchronize incoming frame boundaries
to local timing reference using variable delay
lines, with feedback control from controller
33Design Issues Signal degradation
- Optical signals degrade when traveling through
multiple hops requiring regeneration midway - Equip each switch with few ports of regenerators
- BHC of burst carries information on the number of
hops, distance traveled - Information in BHC used to regenerate bursts as
necessary - If bursts travel through ten or more routers
before regeneration, TSOBS has a decisive cost
advantage - Minimizing number of switching operations within
a switch becomes very important
34Optical Time Slot Interchanger
Signals de-multiplexed before switching and
re-multiplexed onto delay lines. Cost of delay
lines shared by the different wavelengths.
One crossbar per wavelength to switch the signals
onto delay lines
- Cost of crossbars is critical
- Need to minimize the number of delay lines
35Design issues for OTSIs
- Number of delay lines
- Cost of OTSI grows quadratically with the number
of delay lines - Average number of times a burst gets switched
within the OTSI - Complexity of scheduling operation
- With 1 ?s timeslot duration and average burst
lengths of 10 timeslots, 10 ?s to process one
burst header cell from each input wavelength
channel - Each wavelength channel can be handled in parallel
36Non-blocking OTSIs
- Straightforward design with N delay lines of one
timeslot each - Least possible delay line size N
- Large crossbar size (N1)(N1)
- Up to N switching operations
- Reduce switching operations by using delay lines
of length 1, 2,,N instead. - Delay lines of length 1,2,, ?N1/2?-1 and ?N1/2?,
2?N1/2?,,(?N1/2?-1)?N1/2? - Crossbar size (2?N1/2?-1)(2?N1/2?-1) 3131,
N256 - Length of fiber N?N1/2?/2 (2048, N 256)
- Maximum number of switching operations 3
37Blocking OTSIs
- Lower complexity alternative with a small
non-zero blocking probability - Natural choice of delays 1,2,,N/2
- Crossbar size log2Nlog2N (88 for N256)
- Length of fiber N-1 (255 for N 256)
- Define a search procedure to find sequence of
delay lines to switch signals onto without
creating conflicts - We show that the number of switching operations ?
3, under most conditions - Also, the impact of blocking on the statistical
multiplexing performance is small
38Blocking vs. Nonblocking OTSI
non-blocking
- We do not lose much by using blocking OTSIs by
way of performance
39Avg. number of switching operations
- For loads up to 70, average remains below 2 and
for loads up to 90, the average remains below 3
40Design issues for synchronizers
- SYNC blocks realign data at the input ports that
arrive at varying phases - Use the same basic structure as OTSIs
- using space division optical switches with a
finely calibrated set of delay lines - Two parameters that affect the cost of a SYNC
- Precision
- The difference between successive delay values
- Range
- Maximum value a timeslot can be delayed
- Ratio of Range to Precision determines number of
delay values - Need only to align data on timeslot boundaries
rather than frame boundaries
41Dissertation outline
- Objective To identify and study switch designs
that reduce the cost of optical switching systems
and give good performance - Wavelength converting switches using Arrayed
Waveguide Grating Routers (WGRs) - Time Sliced Optical Burst Switching (TSOBS)
- Aggregation and Load Balancing for TSOBS networks
42Aggregation in TSOBS networks
- Why aggregation?
- Reducing the amount of control information
- Single fiber link with 64 wavelength channels
with 10 Gbps capacity each, 48 byte packets, link
utilization of 60 gt need to forward 1 billion
packets per second - Aggregation increases transmission efficiency
- Minimum packet size constraints imposed by the
optical switches - In TSOBS networks, a timeslot is 1 ?s or 1100
bytes long at 10 Gbps transmission speed
43Aggregation method
- Assume that there are N interfaces
(concentrators) that form an OBS network - At each interface,
- Qi queue of packets destined to interface i
- After receiving a packet when the queue is empty,
wait for a fixed duration called the burst
aggregation period - Collect the packets going to destination
interface i during this time period - Form the burst at the end of the time period and
transmit it
44Effects of Aggregation
- Aggregation introduces delay into the data path
- Performance penalty due to delay
- Sources with low data rates are affected
- Low bandwidth TCP sources have a lower sending
rate than without aggregation - Correlation benefit
- Sources with high data rates benefit the most
- High bandwidth TCP sources have a higher sending
rate than without aggregation
45Issues with Aggregation
- Aggregation efficiency depends on the short term
traffic characteristics - Consider a network with 1000 interfaces, 1000
hosts each transmitting at 100 Mbps, assuming
uniform spreading of traffic - With a 1 ms aggregation period, the data received
is 100 Kbits - If there are 10,000 interfaces instead, the data
received goes down to 10 Kbits - Exploit long term traffic behavior to dimension
the burst aggregation period
46Adaptive burst aggregation
- Basic idea
- Start with some burst aggregation period
- Measure the burst aggregation efficiency