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Abstract— User-perceived quality-of-experience (QoE) is crit- While there have been several practical proposals to ad-
ical in internet video delivery systems. Extensive prior work has dress multiplayer QoE fairness problem by designing better
studied the design of client-side bitrate adaptation algorithms player bitrate adaptation algorithms [12], [14] and network-
to maximize single-player QoE. However, multiplayer QoE
fairness becomes critical as the growth of video traffic makes assisted bandwidth allocation schemes [7], [15], [9], there are
it more likely that multiple players share a bottleneck in the still a lot of open questions in this space. For example, will
network. Despite several recent proposals, there is still a series the interaction among different classes of bitrate adaptation
of open questions. In this paper, we bring the problem space to algorithms lead to instability? Is centralized, in-network or
light from a control theory perspective by formalizing the multi- server-side control necessary to ensure multiplayer QoE
player QoE fairness problem and addressing two key questions
in the broader problem space. First, we derive the sufficient fairness? How to design distributed control schemes with
conditions of convergence to steady state QoE fairness under information exchange to achieve QoE fairness? We envision
TCP-based bandwidth sharing scheme. Based on the insight that this rich and broad problem space presents significant
from this analysis that in-network active bandwidth allocation opportunities for control theory to provide insights to a real
is needed, we propose a non-linear MPC-based, router-assisted networking problem and to guide real system design.
bandwidth allocation algorithm that regards each player as
closed-loop systems. We use trace-driven simulation to show As such, our goal in this paper is to bring the problem
the improvement over existing approaches. We identify several space to light from a control theory perspective. As a first
research directions enabled by the control theoretic modeling step in this direction, we formalize the multiplayer QoE
and envision that control theory can play an important role on fairness problem, explore the multiplayer video streaming
guiding real system design in adaptive video streaming. space and address a subset of the key questions.
I. I NTRODUCTION We start from building a formal mathematical model of the
In the recent years video streaming became a huge (and multiplayer joint bandwidth allocation and bitrate adaptation
still growing) part of the daily internet traffic. In US, Netflix problem, extending the single-player bitrate adaptation model
and YouTube alone account for 50% of download traffic from prior work [21], [20]. We first focus on the steady-
during the peak hours (8pm - 11pm). User-perceived quality- state problem, and convert the multiplayer fairness problem
of-experience (QoE) is critical in the Internet video delivery as the stability analysis of an equilibrium of a non-linear
system as it impacts user engagement and revenues of video dynamical system. We derive sufficient conditions under
service providers [8]. which multiple players with same/different bitrate adapta-
Given that there is little in-network support of QoE in the tion policies can converge to QoE fairness with TCP-based
complex Internet video delivery system, client-side bitrate bandwidth sharing at the bottleneck, and found that TCP-
adaptation algorithms become critical to ensure high user- based network bandwidth sharing is not sufficient to ensure
perceived QoE by adapting bitrate levels according to net- QoE fairness, confirming the observation of a measurement
work conditions. A significant amount of research efforts has study [10] from a theory aspect. For example, bitrates of
been focused recently on understanding and designing better multiple rate-based players can oscillate under default TCP-
bitrate adaptation algorithms [21], [20], [11], [14], [18]. based bandwidth sharing scheme as shown in Figure 1. The
While client-side bitrate adaptation is critical to ensure result of the analysis calls for active, in-network support for
high QoE for single player regarding available bandwidth as better bandwidth allocation.
given by a black box, as video traffic becomes predominant Given the recent development of smart routers such as
on the internet, it is more and more likely that multiple video Google OnHub router [2] and programmable OpenWrt [3],
players will share bottlenecks and compete for bandwidth we envision that a router-based bandwidth allocation scheme
in the network [4], [10]. Such scenarios can be seen in is practical in the near future. While recent proposals of
home network, commercial building network, and campus router-assisted schemes are based on steady-state utility
networks, where multiple devices (e.g., HDTV, tablet, laptop, maximization, we propose a non-linear MPC-based router-
cell phone, etc.) connect to Internet by a single WiFi router. assisted bandwidth allocation algorithm that directly models
In these cases, in addition to single-player QoE, the multi- players as close-loop dynamical systems. We evaluate the
player QoE fairness becomes a critical issue. proposed strategy using trace-driven simulations and find
that the router-assisted control outperforms existing steady-
1 The authors are with the Department of Electrical and state solutions in both efficiency and fairness, by adaptively
Computer Engineering, Carnegie Mellon University, Pittsburgh, PA,
US. Email: yinxiaoqi522@gmail.com, mbartulo@andrew.cmu.edu, allocating more bandwidth to players which has high reso-
vsekar@andrew.cmu.edu, brunos@ece.cmu.edu lution and insufficient buffer level. Our proposed algorithm
1000 Video Player Video chunks 360p
Bandwidth [kbps] 720p
800 Bitrate [kbps] Throughput
Player 1
Predicted Predictor
600 Throughput
GET
400 Bitrate Bitrate
Controller
HTTP Internet
200
0 10 20 30 40 50 60 70 80 90 100 Buffer
Time [s] Occupancy
Buffer
1500
QoE
Player 2
1000
End User
500
Bandwidth:
… Bitrate Adaptation
r = f(w, b)
Player 1 Player 2 Player N
Client-Side Players Internet Service Providers CDN Servers Bitrate:
E.g., Netflix, YouTube E.g., Comcast, Verizon E.g., Akamai
Fig. 3: The internet video delivery ecosystem Fig. 4: Modeling multiplayer joint bandwidth allocation
and bitrate adaptation problem
match the higher resolution. On the other hand, for example,
a player with empty buffer is expected to obtain more of key questions so as to shed light on the broader problem
bandwidth than another with full buffer sharing the same space and provide useful insights for future work. In the
bottleneck, as it needs to quickly accumulate buffer so as to next section, we start to develop a formal mathematical
converge quickly to optimal bitrate and avoid rebuffering. model of multiplayer QoE fairness problem.
Classes of potential solutions: Given the diverse con-
trol capabilities in the internet video delivery system as III. M ODELING
shown in Figure 3, there are several classes of solutions to In this section, we develop a mathematical model for
achieve multiplayer QoE fairness: player-side, in-network, multiplayer HTTP-based adaptive video streaming. Figure
and server-side solutions. 4 provides an overview of the model.
Player-side solutions, such as FESTIVE [12] and
PANDA [14], entail designing better bitrate adaptation al- Video streaming model: We consider a discrete time model
gorithms for multiplayer QoE fairness. While only requiring with time horizon K = {1, · · · , K} with a sampling period
player algorithm change and thus easy to deploy, player- ∆T . Let us consider a set of N video players P sharing a
side solutions do not alter bandwidth allocation in the single bottleneck link with bandwidth W [k] at time k. Let
network and can suffer from suboptimal bandwidth allocation wi [k] ∈ R+ be the available bandwidth to the player i at the
schemes such as the unideal TCP effect [10] and interaction time k, we have:
with uncooperative players and cross traffic [4].
X
wi [k] ≤ W [k], ∀k ∈ K (1)
In-network solutions, on the other hand, employ active i∈P
bandwidth allocation in the network to achieve multiplayer
We assume this link is the only bottleneck along the Internet
QoE fairness. While bottleneck can occur anywhere in the
path from the video players to the servers.
network making such schemes difficult to deploy, there are
several recent proposals in particular on router-based band- Each video player streams video from some video server
width allocation algorithms to optimize steady-state QoE on the Internet via HTTP. The video is encoded in a set of
fairness where router is the single bottleneck shared among bitrate levels R. When downloading video, player i ∈ P is
players [7], [15], [9]. able to choose the bitrate ri [k] ∈ R of the video at each
time step k. In constant bitrate encoding, ri × t bits of data
Alternatively, server-side solutions regard the server as a
need to be downloaded to get the video with t seconds of
single point of control and allocate bandwidth to players [5].
play time.
However, the actual bandwidth bottleneck can occur in the
Each player has a buffer to store downloaded yet unplayed
network instead of server and the computation cost is high
video. Let bi [k] ∈ [0, B i ] be the buffer level at the beginning
when the number of players is too large.
of time step k, namely, the amount of play time of the video
Key research questions: The broad problem space for in the buffer. The buffer accumulates as new video is being
multiplayer QoE fairness has posed a series of key research downloaded, and drains as video is played out to users. The
questions including: buffer dynamics of the player i is formulated as follows:
1) What is the optimal approach and fundamental limita- wi [k]∆T
tions of each class of solutions? bi [k + 1] = bi [k] − ∆T + (2)
ri [k]
2) What is the fundamental trade-off between different
classes of solutions? QoE objective: The objective of the adaptive video players is
3) How to design the information exchange scheme to to maximize the quality-of-experience (QoE) of users, which
enable coordination of different entities in the video is modeled as a linear combination of the following factors:
delivery ecosystems to achieve QoE fairness? 1) average video quality, 2) average quality change, 3) total
As a first step to tackle the broader problem, in this paper we rebuffer time and 4) startup delay. For simplicity, in this
want to develop a principled framework and answer a subset paper we enforce that there are no rebuffering events, and
we only consider the case where all the players have started fairness. However, distributed control scheme is adopted in
playback. As such, the QoE utility function Ui : R × R+ × current systems: Each player i decides the bitrate of itself
R+ → R of player i is the formulated as the average QoE according to some bitrate adaptation policy ri [k + 1] =
of video downloaded over the entire time horizon: f (wi [k], bi [k + 1]), while the bottleneck link (conceptually)
PK wi [k] P decides how to allocate available bandwidth according to
k=1 ri [k] Ui [k]
Ui = PK w [k] (3) some bandwidth allocation policy w[k] = h(r[k], b[k]). The
i
k=1 ri [k] design of optimal distributed solution is to find optimal (h, f )
pairs, i.e., (h∗ , f ∗ ).
where UiP [k] is the QoE of the video downloaded in time k:
Bandwidth allocation policies: Given that the players in
UiP [k] = qi (ri [k]) − µi |qi (ri [k]) − qi (ri [k − 1])| (4) P
P shares a bottleneck link with total bandwidth W [k], i.e.,
Note that qi : R → R is the function that maps bitrate to i∈P wi [k] = W [k]. A bandwidth allocation policy h :
the video quality perceived by users. We assume qi (·) to be Rn → Rn is a function that maps bitrates r[k] to bandwidth
positive, increasing and concave to model the diminishing allocation vector w[k]. Let hi : Rn → R be the function that
return property. µi is the parameter that defines the trade-off maps r[k] to wi [k].
between high average quality and less quality changes. The w[k] = h(r[k]) (12)
larger µi is, the more reluctant the user i is to change the
video quality. Under ideal TCP, all players get the equal share of the total
bandwidth, i.e., w1 [k] = · · · = wN [k] = W [k]/N ,. However,
QoE fairness: Going from single player to multiplayer video
in practice, TCP is not ideal in the sense that players with
streaming, a natural objective function would be the sum of
larger bitrate gets larger share of the bandwidth due to the
utilities (QoE) of allP users, also known as social welfare discrete effects [10]. We have the following assumptions
or efficiency, i.e., i∈P Ui . However, in the context of
of the bandwidth allocation function under unideal TCP
multiplayer video streaming, QoE fairness among players
according to measurement data in [10]:
becomes a critical issue as each player usually serves a
different user yet they share the same bottleneck resource. Assumption 1: Under non-ideal TCP, the bandwidth allo-
As such, we consider the QoE fairness F (U1 , · · · , UN ) as cation policy h(·) has the following properties:
the objective, where F : Πi∈P Ui → R is a general fairness 1) If ri = rj , hi (r) = hj (r);
measure [13]. Specifically, we consider a class of fairness 2) If ri > rj , hi (r) > hj (r);
measures known as α-fairness [16], where: 3) ∂h∂ri (r)
i
> 0, ∂h∂ri (r)
j
< 0, i 6= j;
(P
Ui1−α
4) limri →∞ hi (r) < W , limri →0 hi (r) > 0;
α ≥ 0, α 6= 1 5) h(·) is symmetric over r (does not depend on order of
Fα (U) = Pi∈P 1−α (5)
i∈P log Ui α = 1 players).
Lemma 1: The function h(·) has 1 + kn fixed points,
Note that α-fairness is a general fairness measure that
where k ∈ N.
satisfies axiom 1,2,3,5 from [13]. If α = 1, α-fairness
becomes proportional fairness; if α → ∞, it becomes max- Bitrate adaptation policies: Bitrate adaptation policy of
min fairness. player i, fi (·), maps available bandwidth wi [k] and buffer
Multiplayer QoE maximization problem: Now we are level bi [k] to bitrate to choose ri [k] so as to maximize the
ready to formulate the multiplayer QoE maximization prob- QoE of the player. Bitrate adaptation policies have been
lem where optimal bitrates (r[k], k ∈ K) and bandwidth widely studied by both in academia and in industry, and
(w[k], k ∈ K) of players are decided to maximize some QoE each video streaming service has its own adaptation policy.
fairness measure F (U), given the capacity of the bottleneck To make decisions on what bitrate to choose, there are two
link, (W [k], k ∈ K): classes of algorithms: rate-based (RB) or buffer-based (BB)
controllers.
max F (U1 , · · · , UN ) (6) In a rate-based policy RB(fi ), ri [k] = fi (wi [k − 1]),
over r[k], w[k] given W [k], k ∈ K (7) where fi : R+ → R is an increasing function. We consider a
X special case LRB(α) where fi is an affine function ri [k] =
s.t. wi [k] = W [k], ∀k ∈ K (8) αwi [k − 1].
i∈P
In a buffer-based policy BB(fi ), ri [k] = fi (bi [k]), where
wi [k]∆T fi : R+ → R is an increasing function. We also consider
bi [k + 1] = bi [k] − ∆T + , (9)
ri [k] the special case LBB(α, β) of an affine f function ri [k] =
∀i ∈ P, k = 1, · · · , K αbi [k] + β.
B i ≤ bi [k] ≤ B i , ∀i ∈ P, k ∈ K (10) Note that both RB and BB policies can be regarded as
wi [k] ≥ 0, ri [k] ∈ R ∀i ∈ P, k ∈ K (11) heuristic algorithm to maximize QoE which may lead to sub-
optimal solution. However, it is still of great interest to study
Ideally, a centralized controller can decide both the bitrate these policies as they are currently widely deployed in the
r and the bandwidth w for all players to achieve QoE real-world players, such as Netflix or YouTube.
IV. A NALYSIS OF FAIRNESS IN S TEADY S TATE Fairness of homogeneous BB players: We consider the
case where all players adopt the same buffer-based bitrate
QoE fairness in the steady state: Note that an interesting adaptation policies and have the same QoE functions.
special case of the multiplayer problem is when the system Lemma 2: If all players adopts buffer-based bitrate adap-
is in steady state, where the video quality and bandwidth of tation policy, (r0 , w0 ) is an equilibrium if and only if:
all players stay unchanged. Formally, we have the following 1) r0 = w0 ;
definition: 2) h(r0 ) = r0 .
Definition 1: Given fixed total available bandwidth W , Theorem 2: If all players adopts LBB(α, β) bitrate adap-
the multiplayer video streaming system is in steady state tation policy, the following statements are true:
(r0 , w0 ) if for each player i ∈ P: 1) (r0 , w0 ) : ri0 = wi0 = w n is an equilibrium;
1) Bitrate and bandwidth stay unchanged, i.e., ri [k] = r0i , 2) If − n1 < ∂h∂r i (r0 )
< 0, ∀i 6= j, then the equilibrium is
wi [k] = w0i , ∀k ∈ K; j
locally asymptotically stable;
2) Buffer level is non-decreasing, i.e., bi [k + 1] ≥ bi [k], 3) If ∂h∂ri (r0 )
< − n1 , ∀i 6= j, then the equilibrium is
∀k ∈ K. unstable;
j
P2, Router
Mean fairness
0.3
119
1000
0.2
500
118
0.1
0
(0.6,0.5) (0.6,0.6) (0.6,0.7)
0
(0.6,0.5) (0.6,0.6) (0.6,0.7) 117
Video Quality Coefficient p (quality = bitratep) Video Quality Coefficient p (quality = bitratep)
0.7
P1, Baseline 2500 114
P2, Baseline
P1, Baseline 0 100 200 300 400 500 600
P2, Baseline
0.6 P1, Router
P1, Router Bandwidth variability (kbps)
P2, Router 2000
Average Normalized QoE
P2, Router
0.5
0.4 1500
Fig. 8: Impact of bandwidth variability
0.3
0.2
1000
showcase that the proposed router-assisted algorithm is more
0.1
500 robust to bandwidth variability than the baseline solution, a
0 0
zero mean Gaussian white noise is added to every band-
(2,2) (2,10) (2,18) (2,2) (2,10) (2,18)
Initial Buffer Levels (s) Initial Buffer Levels (s) width trace. The variability in bandwidth is increased as we
(a) (b) increase the standard deviation of the additive white noise.
Fig. 7: Impact of initial conditions Figure 8 shows the mean fairness vs the standard deviation of
the additive white noise. Mean fairness is calculated by av-
algorithm outperforms baseline controllers as it considers eraging the results obtained after simulating both algorithms
player buffer dynamics and lead to faster convergence to using 100 noisy bandwidth traces. Furthermore, Figure 8
optimal bitrates. In addition, the advantage of router-assisted confirms that the router-assisted algorithm is more robust
algorithm over baseline controller is increasing as the video to bandwidth variability as its average fairness stays almost
quality coefficients p for different players become more intact while the baseline solution shows a decreasing trend
diverse. Note that this confirms our observation that more in average fairness as we increase the bandwidth variability.
bandwidth should be allocated to high-resolution devices in This behavior is expected as the router-assisted algorithm
order to achieve QoE fairness. uses an adaptive approach to allocate the bottleneck resources
leading to better result in highly variable environment.
Impact of initial conditions: We further investigate how the
players’ initial buffer levels impact the performance. Figure D. Summary of Results
7a shows the players’ normalized QoE vs different initial Our main findings are summarized as follows:
conditions, while Figure 7b shows the bandwidth allocated
to players in baseline and router-assisted schemes. There are 1) Given fixed normalized Jain’s index, router-assisted
three key observations: First, the router-assisted algorithm algorithm outperforms baseline solution by 5-7% in
consistently outperforms baseline solution, increasing the terms of social welfare (sum of QoE), while centralized
normalized QoE for each player. Second, the router-assisted bandwidth allocation + bitrate control achieves 70%
algorithm has more advantage over baseline solution when of optimal, achieving 15+% improvement.
the initial buffer levels for the players become more diverse. 2) Our sensitivity analysis shows that router-assisted algo-
For instance, while router-assisted and baseline achieves sim- rithm has more advantage over baseline solution when
ilar performance when both players have 2s buffer initially, the QoE functions and initial conditions of players are
both players’ QoE are significantly improved when initial more diverse. Moreover, router-assisted algorithm can
buffer levels are 2s and 18s respectively. Third, an interesting allocate more bandwidth to players with less buffer
observation from Figure 7b is that, while baseline solution while baseline solution fails to take into account the
does not consider states and dynamics of the players and states of the players.
therefore allocate the same bandwidth to both players even VII. C ONCLUSION
one player has much more buffer and need less bandwidth,
This paper studies the multiplayer interaction in adaptive
router assisted algorithm allocate less bandwidth to players
video streaming, namely, the joint bandwidth allocation
with full buffer and more bandwidth to player with empty
and bitrate adaptation problem. We build a mathematical
buffer as it needs to quickly accumulate buffer so as to stream
model and conduct theoretical analysis on the convergence
at high bitrate. As such, router-assisted algorithm achieves
of RB/BB players under TCP-based bandwidth sharing
better performance as it takes into account the states and
schemes. Given that convergence is not guaranteed in gen-
dynamics of the players, which is critical to players’ QoE.
eral, we develop a router-assisted control which allocate
Impact of bandwidth variability: Finally, we investigate bandwidth to players taking into account their bitrate adapta-
how bandwidth variability impacts the performance. To tion strategies and states. Using trace-drive simulations, we
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