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Use Cases for In-Network Computing
draft-irtf-coinrg-use-cases-05

Document Type Active Internet-Draft (coinrg RG)
Authors Ike Kunze , Klaus Wehrle , Dirk Trossen , Marie-Jose Montpetit , Xavier de Foy , David Griffin , Miguel Rio
Last updated 2024-02-23
Replaces draft-kunze-coin-industrial-use-cases
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Document shepherd Jianfei(Jeffrey) HE
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draft-irtf-coinrg-use-cases-05
COINRG                                                          I. Kunze
Internet-Draft                                                 K. Wehrle
Intended status: Informational                               RWTH Aachen
Expires: 26 August 2024                                       D. Trossen
                                                                  Huawei
                                                         M. J. Montpetit
                                                                  McGill
                                                               X. de Foy
                                        InterDigital Communications, LLC
                                                              D. Griffin
                                                                  M. Rio
                                                                     UCL
                                                        23 February 2024

                   Use Cases for In-Network Computing
                     draft-irtf-coinrg-use-cases-05

Abstract

   Computing in the Network (COIN) comes with the prospect of deploying
   processing functionality on networking devices, such as switches and
   network interface cards.  While such functionality can be beneficial,
   it has to be carefully placed into the context of the general
   Internet communication and it needs to be clearly identified where
   and how those benefits apply.

   This document presents some use cases to demonstrate how a number of
   salient COIN-related applications can benefit from COIN.
   Furthermore, to guide research on COIN, it further identifies
   essential research questions and outlines desirable capabilities that
   COIN systems addressing the use cases may need to support.  It is a
   product of the Computing in the Network Research Group (COINRG).  It
   is not an IETF product and it is not a standard.

Status of This Memo

   This Internet-Draft is submitted in full conformance with the
   provisions of BCP 78 and BCP 79.

   Internet-Drafts are working documents of the Internet Engineering
   Task Force (IETF).  Note that other groups may also distribute
   working documents as Internet-Drafts.  The list of current Internet-
   Drafts is at https://datatracker.ietf.org/drafts/current/.

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   Internet-Drafts are draft documents valid for a maximum of six months
   and may be updated, replaced, or obsoleted by other documents at any
   time.  It is inappropriate to use Internet-Drafts as reference
   material or to cite them other than as "work in progress."

   This Internet-Draft will expire on 26 August 2024.

Copyright Notice

   Copyright (c) 2024 IETF Trust and the persons identified as the
   document authors.  All rights reserved.

   This document is subject to BCP 78 and the IETF Trust's Legal
   Provisions Relating to IETF Documents (https://trustee.ietf.org/
   license-info) in effect on the date of publication of this document.
   Please review these documents carefully, as they describe your rights
   and restrictions with respect to this document.

Table of Contents

   1.  Introduction  . . . . . . . . . . . . . . . . . . . . . . . .   3
   2.  Terminology . . . . . . . . . . . . . . . . . . . . . . . . .   4
   3.  Providing New COIN Experiences  . . . . . . . . . . . . . . .   4
     3.1.  Mobile Application Offloading . . . . . . . . . . . . . .   4
     3.2.  Extended Reality and Immersive Media  . . . . . . . . . .  11
     3.3.  Personalized and interactive performing arts  . . . . . .  16
   4.  Supporting new COIN Systems . . . . . . . . . . . . . . . . .  20
     4.1.  In-Network Control / Time-sensitive applications  . . . .  20
     4.2.  Large Volume Applications . . . . . . . . . . . . . . . .  22
     4.3.  Industrial Safety . . . . . . . . . . . . . . . . . . . .  26
   5.  Improving existing COIN capabilities  . . . . . . . . . . . .  27
     5.1.  Content Delivery Networks . . . . . . . . . . . . . . . .  27
     5.2.  Compute-Fabric-as-a-Service (CFaaS) . . . . . . . . . . .  30
     5.3.  Virtual Networks Programming  . . . . . . . . . . . . . .  33
   6.  Enabling new COIN capabilities  . . . . . . . . . . . . . . .  37
     6.1.  Distributed AI Training . . . . . . . . . . . . . . . . .  37
   7.  Security Considerations . . . . . . . . . . . . . . . . . . .  39
   8.  IANA Considerations . . . . . . . . . . . . . . . . . . . . .  41
   9.  Conclusion  . . . . . . . . . . . . . . . . . . . . . . . . .  41
   10. Acknowledgements  . . . . . . . . . . . . . . . . . . . . . .  41
   11. Informative References  . . . . . . . . . . . . . . . . . . .  42
   Authors' Addresses  . . . . . . . . . . . . . . . . . . . . . . .  46

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1.  Introduction

   The Internet was designed as a best-effort packet network, forwarding
   packets from source to destination with limited guarantees regarding
   their timely and successful reception.  Data manipulation,
   computation, and more complex protocol functionality is generally
   provided by the end-hosts while network nodes are kept simple and
   only offer a "store and forward" packet facility.  This simplicity of
   purpose of the network has shown to be suitable for a wide variety of
   applications and has facilitated the rapid growth of the Internet.

   However, with the rise of new services, some of which are described
   in this document, there are more and more application domains that
   require more than best-effort forwarding including strict performance
   guarantees or closed-loop integration to manage data flows.  In this
   context, allowing for a tighter integration of computing and
   networking resources for enabling a more flexible distribution of
   computation tasks across the network, e.g., beyond 'just' endpoints,
   may help to achieve the desired guarantees and behaviors, increase
   overall performance, and improve resilience to failures.

   The vision of 'in-network computing' and the provisioning of such
   capabilities that capitalize on joint computation and communication
   resource usage throughout the network is part of the move from a
   telephone network analogy of the Internet into a more distributed
   computer board architecture.  We refer to those capabilities as 'COIN
   capabilities' in the remainder of the document.

   We believe that this vision of 'in-network computing' can be best
   outlined along four dimensions of use cases, namely those that (i)
   provide new user experiences through the utilization of COIN
   capabilities (referred to as 'COIN experiences'), (ii) enable new
   COIN systems, e.g., through new interactions between communication
   and compute providers, (iii) improve on already existing COIN
   capabilities, and (iv) enable new COIN capabilities.  Sections 3
   through 6 capture those categories of use cases and provide the main
   structure of this document.  The goal is to present how computing
   resources inside the network impact existing services and
   applications or allow for innovation in emerging application domains.

   By delving into some individual examples within each of the above
   categories, we outline opportunities and propose possible research
   questions for consideration by the wider community when pushing
   forward 'in-network computing' architectures.  Furthermore,
   identifying desirable capabilities for an evolving solution space of
   COIN systems is another objective of the use case descriptions.  To
   achieve this, the following taxonomy is proposed to describe each of
   the use cases:

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   1.  Description: High-level presentation of the purpose of the use
       case and a short explanation of the use case behavior.

   2.  Characterization: Explanation of the services that are being
       utilized and realized as well as the semantics of interactions in
       the use case.

   3.  Existing solutions: Description of current methods that may
       realize the use case (if they exist), not claiming to
       exhaustively review the landscape of solutions.

   4.  Opportunities: An outline of how COIN capabilities may support or
       improve on the use case in terms of performance and other
       metrics.

   5.  Research questions: Essential questions that are suitable for
       guiding research to achieve the identified opportunities.

   6.  Desirable capabilities: Description of capabilities for any COIN
       solutions that may need development along the opportunities
       outlined in item 4; we limit the capabilities to those directly
       affecting COIN, recognizing that any use case will realistically
       require many additional capabilities for its realization.

   This document discusses these six aspects along a number of
   individual use cases to demonstrate the diversity of COIN
   applications.  It is intended as a basis for further analyses and
   discussions within the Computing in the Network Research Group
   (COINRG) and the wider research community.  A companion document
   [USECASEANALYSIS] is tasked with performing a cross-use case
   analysis, i.e., summarizing and distilling the key research questions
   across all use cases.  This document represents the consensus of
   COINRG.

2.  Terminology

   This document uses the terminology outlined in [TERMINOLOGY].

3.  Providing New COIN Experiences

3.1.  Mobile Application Offloading

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3.1.1.  Description

   This scenario can be exemplified in an immersive gaming application,
   where a single user plays a game using a Virtual Reality (VR)
   headset.
   The headset hosts several (COIN) programs.  For instance, the
   "display" (COIN) program renders frames to the user, while other
   programs are realized for VR content processing and to incorporate
   input data received from sensors, e.g., in bodily worn devices
   including the VR headset.

   Once this application is partitioned into its constituent (COIN)
   programs and deployed throughout a COIN system, utilizing the COIN
   execution environment, only the "display" (COIN) program may be left
   in the headset, while the compute intensive real-time VR content
   processing (COIN) program can be offloaded to a nearby resource rich
   home PC or a programmable network device (PND, see [TERMINOLOGY]) in
   the operator's access network, for a better execution (faster and
   possibly higher resolution generation).

3.1.2.  Characterization

   Partitioning a mobile application into several constituent (COIN)
   programs allows for denoting the application as a collection of
   (COIN) programs for a flexible composition and a distributed
   execution.  In our example above, most capabilities of a mobile
   application can be categorized into any of three, "receiving",
   "processing", and "displaying" groups.

   Any device may realize one or more of the (COIN) programs of a mobile
   application and expose them to the (COIN) system and its constituent
   (COIN) execution environments.  When the (COIN) program sequence is
   executed on a single device, the outcome is what you see today as
   applications running on mobile devices.

   However, the execution of a (COIN) program may be moved to other
   (e.g., more suitable) devices, including PNDs, which have exposed the
   corresponding (COIN) program as individual (COIN) program instances
   to the (COIN) system by means of a 'service identifier'.  The result
   is the equivalent to 'mobile function offloading', for possible
   reduction of power consumption (e.g., offloading CPU intensive
   process functions to a remote server) or for improved end user
   experience (e.g., moving display functions to a nearby smart TV) by
   selecting more suitably placed (COIN) program instances in the
   overall (COIN) system.

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   Figure 1 shows one realization of the above scenario, where a 'DPR
   app' is running on a mobile device (containing the partitioned
   Display(D), Process(P) and Receive(R) COIN programs) over a
   programmable switching, e.g., here an SDN, network.  The packaged
   applications are made available through a localized 'playstore
   server'.  The mobile application installation is realized as a
   'service deployment' process, combining the local app installation
   with a distributed deployment (and orchestration) of one or more
   (COIN) programs on most suitable end systems or PNDs ('processing
   server').

                                +----------+ Processing Server
              Mobile            | +------+ |
           +---------+          | |  P   | |
           |   App   |          | +------+ |
           | +-----+ |          | +------+ |
           | |D|P|R| |          | |  SR  | |
           | +-----+ |          | +------+ |         Internet
           | +-----+ |          +----------+            /
           | |  SR | |              |                  /
           | +-----+ |            +----------+     +------+
           +---------+           /|SDN Switch|_____|Border|
                     +-------+ /  +----------+     |  SR  |
                     | 5GAN  |/        |           +------+
                     +-------+         |
         +---------+                   |
         |+-------+|               +----------+
         ||Display||              /|SDN Switch|
         |+-------+|   +-------+ / +----------+
         |+-------+|  /|WIFI AP|/
         ||   D   || / +-------+     +--+
         |+-------+|/                |SR|
         |+-------+|                /+--+
         ||  SR   ||            +---------+
         |+-------+|            |Playstore|
         +---------+            | Server  |
             TV                 +---------+

             Figure 1: Application Function Offloading Example.

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   Such localized deployment could, for instance, be provided by a
   visiting site, such as a hotel or a theme park.  Once the
   'processing' (COIN) program is terminated on the mobile device, the
   'service routing' (SR) elements in the network route (service)
   requests instead to the (previously deployed) 'processing' (COIN)
   program running on the processing server over an existing SDN
   network.  Here, capabilities and other constraints for selecting the
   appropriate (COIN) program, in case of having deployed more than one,
   may be provided both in the advertisement of the (COIN) program and
   the service request itself.

   As an extension to the above scenarios, we can also envision that
   content from one processing (COIN) program may be distributed to more
   than one display (COIN) program, e.g., for multi/many-viewing
   scenarios.  Here, an offloaded "processing" program may collate input
   from several users in the (virtual) environment to generate a
   possibly three-dimensional render that is then distributed via a
   service-level multicast capability towards more than one "display"
   (COIN) program.

3.1.3.  Existing Solutions

   The ETSI Mobile Edge Computing (MEC) [ETSI] suite of technologies
   provides solutions for mobile function offloading by allowing mobile
   applications to select resources in edge devices to execute functions
   instead of the mobile device directly.  For this, ETSI MEC utilizes a
   set of interfaces for the selection of suitable edge resources,
   connecting to so-called MEC application servers, while also allowing
   for sending data for function execution to the application server.

   However, the technologies do not utilize micro-services
   [Microservices] but mainly rely on virtualization approaches such as
   containers or virtual machines, thus requiring a heavier processing
   and memory footprint in the COIN execution environment and the
   executing intermediaries.  Also, the ETSI work does not allow for the
   dynamic selection and redirection of (COIN) program calls to varying
   edge resources rather than a single MEC application server.

   Also, the selection of the edge resource (the app server) is
   relatively static, relying on DNS-based endpoint selection, which
   does not cater to the requirements of the example provided above,
   where the latency for redirecting to another device lies within few
   milliseconds for aligning with the framerate of the display micro-
   service.

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   Lastly, MEC application servers are usually considered resources
   provided by the network operator through its MEC infrastructure,
   while our use case here also foresees the placement and execution of
   micro-services in end user devices.

   There also exists a plethora of mobile offloading platforms provided
   through proprietary platforms, all of which follow a similar approach
   as ETSI MEC in that a selected edge application server is being
   utilized to send functional descriptions and data for execution.

   The draft at [APPCENTRES] outlines a number of enabling technologies
   for the use case, some of which have been realized in an Android-
   based realization of the micro-services as a single application,
   which is capable to dynamically redirect traffic to other micro-
   service instances in the network.  This capability, together with the
   underlying path-based forwarding capability (using SDN) was
   demonstrated publicly, e.g., at the Mobile World Congress 2018 and
   2019.

3.1.4.  Opportunities

   *  The packaging of (COIN) programs into existing mobile application
      packaging may enable the migration from current (mobile) device-
      centric execution of those mobile applications toward a possible
      distributed execution of the constituent (COIN) programs that are
      part of the overall mobile application.

   *  The orchestration for deploying (COIN) program instances in
      specific end systems and PNDs alike may open up the possibility
      for localized infrastructure owners, such as hotels or venue
      owners, to offer their compute capabilities to their visitors for
      improved or even site-specific experiences.

   *  The execution of (current mobile) app-level (COIN) programs may
      speed up the execution of said (COIN) program by relocating the
      execution to more suitable devices, including PNDs that may reside
      better located in relation to other (COIN) programs and thus
      improve performance, such as latency.

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   *  The support for service-level routing of requests (service routing
      in [APPCENTRES] may support higher flexibility when switching from
      one (COIN) program instance to another, e.g., due to changing
      constraints for selecting the new (COIN) program instance.  Here,
      PNDs may support service routing solutions by acting as routing
      overlay nodes to implement the necessary additional lookup
      functionality and also possibly support the handling of affinity
      relations, i.e., the forwarding of one packet to the destination
      of a previous one due to a higher level service relation, as
      discussed and described in [SarNet2021].

   *  The ability to identify service-level COIN elements will allow for
      routing service requests to those COIN elements, including PNDs,
      therefore possibly allowing for new COIN functionality to be
      included in the mobile application.

   *  The support for constraint-based selection of a specific (COIN)
      program instance over others (constraint-based routing in
      [APPCENTRES], showcased for PNDs in [SarNet2021]) may allow for a
      more flexible and app-specific selection of (COIN) program
      instances, thereby allowing for better meeting the app-specific
      and end user requirements.

3.1.5.  Research Questions

   *  RQ 3.1.1: How to combine service-level orchestration frameworks
      with app-level packaging methods?

   *  RQ 3.1.2: How to reduce latencies involved in (COIN) program
      interactions where (COIN) program instance locations may change
      quickly?

   *  RQ 3.1.3: How to signal constraints used for routing requests
      towards (COIN) program instances in a scalable manner?

   *  RQ 3.1.4: How to identify (COIN) programs and program instances?

   *  RQ 3.1.5: How to identify a specific choice of (COIN) program
      instances over others?

   *  RQ 3.1.6: How to provide affinity of service requests towards
      (COIN) program instances, i.e., longer-term transactions with
      ephemeral state established at a specific (COIN) program instance?

   *  RQ 3.1.7: How to provide constraint-based routing decisions that
      can be realized at packet forwarding speed, e.g., using techniques
      explored in [SarNet2021] at the forwarding plane or using
      approaches like [Multi2020] for extended routing protocols?

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   *  RQ 3.1.8: What COIN capabilities may support the execution of
      (COIN) programs and their instances?

3.1.6.  Desirable Capabilities

   *  Capability 3.1.1: Any COIN system must provide means for routing
      of service requests between resources in the distributed
      environment.

   *  Capability 3.1.2: Any COIN system must provide means for
      identifying services exposed by (COIN) programs for directing
      service requests.

   *  Capability 3.1.3: Any COIN system must provide means for
      identifying (COIN) program instances for directing (affinity)
      requests to a specific (COIN) program instance.

   *  Capability 3.1.4: Any COIN system must provide means for
      dynamically choosing the best possible service sequence of one or
      more (COIN) programs for a given application experience, i.e.,
      support for chaining (COIN) program executions.

   *  Capability 3.1.5: Means for discovering suitable (COIN) programs
      should be provided.

   *  Capability 3.1.6: Any COIN system must provide means for pinning
      the execution of a service of a specific (COIN) program to a
      specific resource, i.e., (COIN) program instance in the
      distributed environment.

   *  Capability 3.1.7: Any COIN system should provide means for
      packaging micro-services for deployments in distributed networked
      computing environments.

   *  Capability 3.1.8: The packaging may include any constraints
      regarding the deployment of (COIN) program instances in specific
      network locations or compute resources, including PNDs.

   *  Capability 3.1.9: Such packaging should conform to existing
      application deployment models, such as mobile application
      packaging, TOSCA orchestration templates or tar balls or
      combinations thereof.

   *  Capability 3.1.10: Any COIN system must provide means for real-
      time synchronization and consistency of distributed application
      states.

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3.2.  Extended Reality and Immersive Media

3.2.1.  Description

   Extended reality (XR) encompasses VR, Augmented Reality (AR) and
   Mixed Reality (MR).  It provides the basis for the metaverse and is
   the driver of a number of advances in interactive technologies.
   While initially associated with gaming and immersive entertainment,
   applications now include remote diagnosis, maintenance, telemedicine,
   manufacturing and assembly, intelligent agriculture, smart cities,
   and immersive classrooms.  XR is one example of the multisource-
   multidestination problem that combines video and haptics in
   interactive multi-party interactions under strict delay requirements
   that can benefit from a functional distribution that includes fog
   computing for local information processing, the edge for aggregation,
   and the cloud for image processing.

   XR stands to benefit significantly from computing capabilities in the
   network.  For example, XR applications can offload intensive
   processing tasks to edge servers, considerably reducing latency when
   compared to cloud-based applications and enhancing the overall user
   experience.  More importantly, COIN can enable collaborative XR
   experiences, where multiple users interact in the same virtual space
   in real-time, regardless of their physical locations, by allowing
   resource discovery and re-rerouting of XR streams.  While not a
   feature of most XR implementations, this capability opens up new
   possibilities for remote collaboration, training, and entertainment.
   Furthermore, COIN can support dynamic content delivery, allowing XR
   applications to seamlessly adapt to changing environments and user
   interactions.  Hence, the integration of computing capabilities into
   the network architecture enhances the scalability, flexibility, and
   performance of XR applications by supplying telemetry and advanced
   stream management, paving the way for more immersive and interactive
   experiences.

   Indeed, XR applications require real-time interactivity for immersive
   and increasingly mobile applications with tactile and time-sensitive
   data.  Because high bandwidth is needed for high resolution images
   and local rendering for 3D images and holograms, strictly relying on
   cloud-based architectures, even with headset processing, limits some
   of its potential benefits in the collaborative space.  As a
   consequence, innovation is needed to unlock the full potential of XR.

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3.2.2.  Characterization

   As mentioned above, XR experiences, especially those involving
   collaboration, are difficult to deliver with a client-server cloud-
   based solution as they require a combination of multi-stream
   aggregation, low delays and delay variations, means to recover from
   losses, and optimized caching and rendering as close as possible to
   the user at the network edge.  Hence, implementing such XR solutions
   necessitates substantial computational power and minimal latency,
   which, for now, has spurred the development of better headsets not
   networked or distributed solutions as factors like distance from
   cloud servers and limited bandwidth can still significantly lower
   application responsiveness.  Furthermore, when XR deals with
   sensitive information, XR applications must also provide a secure
   environment and ensure user privacy, which represent additional
   burdens for delay sensitive applications.  Additionally, the sheer
   amount of data needed for and generated by the XR applications, such
   as video holography, put them squarely in the realm of data-driven
   applications that can use recent trend analysis and mechanisms, as
   well as machine learning to find the optimal caching and processing
   solution and, ideally, reduce the size of the data that needs
   transiting through the network.  Other mechanisms, such as data
   filtering and reduction, and functional distribution and partitioning
   are also needed to accommodate the low delay needs for the same
   applications.

   With functional decomposition the goal of a better XR experience, the
   elements involved in a COIN XR implementation include:

   *  the XR application residing in the headset,

   *  edge federation services that allow local devices to communicate
      with one another directly,

   *  egde application servers that enable local processing but also
      intelligent stream aggregation to reduce bandwidth requirements,

   *  edge data networks to allow pre-caching of information based on
      locality and usage,

   *  cloud-based services for image processing and application
      training, and

   *  intelligent 5G/6G core networks for managing advanced access
      services and providing performance data for XR stream management.

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   These characteristics of XR paired with the capabilities of COIN make
   it likely that COIN can help to realize XR over networks for
   collaborative applications.  In particular, COIN functions can enable
   the distribution of the service components across different nodes in
   the network.  For example, data filtering, image rendering, and video
   processing leveraging different hardware capabilities with
   combinations of CPU and GPU at the network edge and in the fog, where
   the content is consumed, represent possible remedies for the high
   bandwidth demands of XR.  Machine learning across the network nodes
   can better manage the data flows by distributing them over more
   adequate paths.  In order to provide adequate quality of experience,
   multi-variate and heterogeneous resource allocation and goal
   optimization problems need to be solved, likely requiring advanced
   analysis and articificial intelligence.  For the purpose of this
   document, it is important to note that the use of COIN for XR does
   not imply a specific protocol but targets an architecture enabling
   the deployment of the services.  In this context, similar
   considerations as for Section 3.1 apply.

3.2.3.  Existing Solutions

   The XR field has profited from extensive research in the past years
   in gaming, machine learning, network telemetry, high resolution
   imaging, smart cities, and IoT.  Information Centric Networking (and
   related) approaches that combine publish subscribe and distributed
   storage are also very suited for the multisource-multidestination
   applications of XR.  New AR/VR headsets and glasses have continued to
   evolve towards autonomy with local computation capabilities,
   increasingly performing many of the processing that is needed to
   render and augment the local images.  Mechanisms aimed at enhancing
   the computational and storage capacities of mobile devices could also
   improve XR capabilities as they include the discovery of available
   servers within the environment and using them opportunistically to
   enhance the performance of interactive applications and distributed
   file systems.

   Summarizing, some XR solutions exist and headsets continue to evolve
   to what is now claimed to be spatial computing.  Additionally, with
   recent work on the Metaverse, the number of publications related to
   XR has skyrocketed.  However, in terms of networking, which is the
   focus of this document, current deployments do not take advantage of
   network capabilities.  The information is rendered and displayed
   based on the local processing but does not readily discover the other
   elements in the vicinity or in the network that could improve its
   performance either locally, at the edge, or in the cloud.  Yet, there
   are still very few interactive immersive media applications over
   networks that allow for federating systems capabilities.

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3.2.4.  Opportunities

   While delay is inherently related to information transmission and if
   we continue the analogy of the computer board to highlight some of
   the COIN capabilities in terms of computation and storage but also
   allocation of resources, there are some opportunities that XR could
   take advantage of:

   *  Round trip time: 20 ms is usually cited as an upper limit for XR
      applications.  Storage and preprocessing of scenes in local
      elements (includng in the mobile network) could extend the reach
      of XR applications at least over the extended edge.

   *  Video transmission: The use of better transcoding, advanced
      context-based compression algorithms, pre-fetching and pre-
      caching, as well as movement prediction all help to reduce
      bandwidth consumption.  While this is now limited to local
      processing it is not outside the realm of COIN to push some of
      these functionalities to the network especially as realted to
      caching/fetching but also context based flow direction and
      aggregation.

   *  Monitoring: Since bandwidth and data are fundamental for XR
      deployment, COIN functionality could help to better monitor and
      distribute the XR services over collaborating network elements to
      optimize end-to-end performance.

   *  Functional decomposition: Advanced functional decomposition,
      localization, and discovery of computing and storage resources in
      the network can help to optimize user experience in general.

   *  Intelligent network management and configuration: The move to
      artificial intelligence in network management to learn about flows
      and adapt resources based on both dataplane and control plane
      programmability can help the overall deployment of XR services.

3.2.5.  Research Questions

   *  RQ 3.2.1: Can current PNDs provide the speed required for
      executing complex filtering operations, including metadata
      analysis for complex and dynamic scene rendering?

   *  RQ 3.2.2: Where should PNDs equipped with these operations be
      located for optimal performance gains?

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   *  RQ 3.2.3: Can the use of federated learning algorithms across both
      data center and edge computers be used to create optimal function
      allocation and the creation of semi-permanent datasets and
      analytics for usage trending and flow management resulting in
      better localization of XR functions?

   *  RQ 3.2.4: Can COIN improve the dynamic distribution of control,
      forwarding, and storage resources and related usage models in XR?

   *  RQ 3.2.5: How COIN provide the necessary infrastructure for the
      use of interactive XR everywhere?

3.2.6.  Desirable Capabilities

   *  Capability 3.2.1: COIN systems for XR must allow joint
      collaboration across all segments of the network (fog, edge, core,
      and cloud) to support functional decompositions.

   *  Capability 3.2.2: COIN systems for XR should provide multi-stream
      efficient transmission and stream combining at the edge.

   *  Capability 3.2.3: COIN systems for XR should be able to
      dynamically include extra streams, such as audio and extra video
      tracks.

   *  Capability 3.2.4: COIN systems for XR may use edge networking and
      computing for improved performance and performance management
      without the neeed for a cloud connection.

   *  Capability 3.2.5: COIN systems for XR may integrate local and fog
      caching with cloud-based pre-rendering.

   *  Capability 3.2.6: COIN systems for XR should jointly optimize COIN
      and higher layer protocols to reduce latency.

   *  Capability 3.2.7: COIN systems for XR should provide means for
      performance optimization that reduces transmitted data and
      optimizes loss protection.

   *  Capability 3.2.8: COIN systems for XR may provide means for trend
      analysis and telemetry to measure performance.

   *  Capability 3.2.9: COIN systems for XR should interact with indoor
      and outdoor positioning systems to improve service location.

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   *  Capability 3.2.10: COIN systems for XR may provide means for
      managing the quality of XR sessions through reduced in-network
      congestion and improve flow delivery by determining how to
      prioritize XR data.

3.3.  Personalized and interactive performing arts

3.3.1.  Description

   This use case is a deeper dive into a specific scenario of the
   immersive and extended reality class of use cases discussed in
   Section 3.2.  It focuses on live productions of the performing arts
   where the performers and audience members are geographically
   distributed.  The performance is conveyed through multiple networked
   streams which are tailored to the requirements of the remote
   performers, the director, sound and lighting technicians, and
   individual audience members; performers need to observe, interact and
   synchronize with other performers in remote locations; and the
   performers receive live feedback from the audience, which may also be
   conveyed to other audience members.

   There are two main aspects: i) to emulate as closely as possible the
   experience of live performances where the performers, audience,
   director, and technicians are co-located in the same physical space,
   such as a theater; and ii) to enhance traditional physical
   performances with features such as personalization of the experience
   according to the preferences or needs of the performers, directors,
   and audience members.

   Examples of personalization include:

   *  Viewpoint selection such as choosing a specific seat in the
      theater or for more advanced positioning of the audience member's
      viewpoint outside of the traditional seating - amongst, above, or
      behind the performers (but within some limits which may be imposed
      by the performers or the director, for artistic reasons);

   *  Augmentation of the performance with subtitles, audio-description,
      actor-tagging, language translation, advertisements/product-
      placement, other enhancements/filters to make the performance
      accessible to disabled audience members (removal of flashing
      images for epileptics, alternative color schemes for color-blind
      audience members, etc.).

3.3.2.  Characterization

   There are several chained functional entities which are candidates
   for being deployed as (COIN) programs:

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   *  Performer aggregation and editing functions

   *  Distribution and encoding functions

   *  Personalization functions

      -  to select which of the existing streams should be forwarded to
         the audience member, remote performer, or member of the
         production team

      -  to augment streams with additional metadata such as subtitles

      -  to create new streams after processing existing ones, e.g., to
         interpolate between camera angles to create a new viewpoint or
         to render point clouds from an audience member's chosen
         perspective

      -  to undertake remote rendering according to viewer position,
         e.g., creation of VR headset display streams according to
         audience head position - when this processing has been
         offloaded from the viewer's end-system to the COIN function due
         to limited processing power in the end-system, or to limited
         network bandwidth to receive all of the individual streams to
         be processed.

   *  Audience feedback sensor processing functions

   *  Audience feedback aggregation functions

   These are candidates for deployment as (COIN) Programs in PNDs rather
   than being located in end-systems (at the performers' site, the
   audience members' premises or in a central cloud location) for
   several reasons:

   *  Personalization of the performance according to viewer preferences
      and requirements makes it infeasible to be done in a centralized
      manner at the performer premises: the computational resources and
      network bandwidth would need to scale with the number of
      personalized streams.

   *  Rendering of VR headset content to follow viewer head movements
      has an upper bound on lag to maintain viewer QoE, which requires
      the processing to be undertaken sufficiently close to the viewer
      to avoid large network latencies.

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   *  Viewer devices may not have the processing-power to perform the
      personalization tasks, or the viewers' network may not have the
      capacity to receive all of the constituent streams to undertake
      the personalization functions.

   *  There are strict latency requirements for live and interactive
      aspects that require the deviation from the direct network path
      between performers and audience members to be minimized, which
      reduces the opportunity to route streams via large-scale
      processing capabilities at centralized data-centers.

3.3.3.  Existing solutions

   Note: Existing solutions for some aspects of this use case are
   covered in Section 3.1, Section 3.2, and Section 5.1.

3.3.4.  Opportunities

   *  Executing media processing and personalization functions on-path
      as (COIN) Programs in PNDs can avoid detour/stretch to central
      servers, thus reducing latency and bandwidth consumption.  For
      example, the overall delay for performance capture, aggregation,
      distribution, personalization, consumption, capture of audience
      response, feedback processing, aggregation, and rendering should
      be achieved within an upper bound of latency (the tolerable amount
      is to be defined, but in the order of 100s of ms to mimic
      performers perceiving audience feedback, such as laughter or other
      emotional responses in a theater setting).

   *  Processing of media streams allows (COIN) Programs, PNDs and the
      wider (COIN) System/Environment to be contextually aware of flows
      and their requirements which can be used for determining network
      treatment of the flows, e.g., path selection, prioritization,
      multi-flow coordination, synchronization and resilience.

3.3.5.  Research Questions:

   *  RQ 3.3.1: In which PNDs should (COIN) Programs for aggregation,
      encoding, and personalization functions be located?  Close to the
      performers or close to the viewers?

   *  RQ 3.3.2: How far from the direct network path from performer to
      viewer should (COIN) programs be located, considering the latency
      implications of path-stretch and the availability of processing
      capacity at PNDs?  How should tolerances be defined by users?

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   *  RQ 3.3.3: Should users decide which PNDs should be used for
      executing (COIN) Programs for their flows or should they express
      requirements and constraints that will direct decisions by the
      orchestrator/manager of the COIN System?

   *  RQ 3.3.4: How to achieve synchronization across multiple streams
      to allow for merging, audio-video interpolation, and other cross-
      stream processing functions that require time synchronization for
      the integrity of the output?  How can this be achieved considering
      that synchronization may be required between flows that are: i) on
      the same data pathway through a PND/router, ii) arriving/leaving
      through different ingress/egress interfaces of the same PND/
      router, iii) routed through disjoint paths through different PNDs/
      routers?  This RQ raises issues associated with synchronisation
      across multiple media streams and sub-streams [RFC7272] as well as
      time synchronisation between PNDs/routers on multiple paths
      [RFC8039].

   *  RQ 3.3.5: Where will COIN Programs be executed?  In the data-plane
      of PNDs, in other on-router computational capabilities within
      PNDs, or in adjacent computational nodes?

   *  RQ 3.3.6: Are computationally-intensive tasks - such as video
      stitching or media recognition and annotation (cf.  Section 3.2) -
      considered as suitable candidate (COIN) Programs or should they be
      implemented in end-systems?

   *  RQ 3.3.7: If the execution of COIN Programs is offloaded to
      computational nodes outside of PNDs, e.g. for processing by GPUs,
      should this still be considered as COIN?  Where is the boundary
      between COIN capabilities and explicit routing of flows to
      endsystems?

3.3.6.  Desirable Capabilities

   *  Capability 3.3.1: Users should be able to specify requirements on
      network and processing metrics (such as latency and throughput
      bounds).

   *  Capability 3.3.2 The COIN System should be able to respect user-
      specified requirements and constraints when routing flows and
      selecting PNDs for executing (COIN) Programs.

   *  Capability 3.3.3: A COIN System should be able to synchronize flow
      treatment and processing across multiple related flows which may
      be on disjoint paths.

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4.  Supporting new COIN Systems

4.1.  In-Network Control / Time-sensitive applications

4.1.1.  Description

   The control of physical processes and components of industrial
   production lines is essential for the growing automation of
   production and ideally allows for a consistent quality level.
   Traditionally, the control has been exercised by control software
   running on programmable logic controllers (PLCs) located directly
   next to the controlled process or component.  This approach is best-
   suited for settings with a simple model that is focused on a single
   or few controlled components.

   Modern production lines and shop floors are characterized by an
   increasing number of involved devices and sensors, a growing level of
   dependency between the different components, and more complex control
   models.  A centralized control is desirable to manage the large
   amount of available information which often has to be pre-processed
   or aggregated with other information before it can be used.  As a
   result, computations are increasingly spatially decoupled and moved
   away from the controlled objects, thus inducing additional latency.
   Instead moving compute functionality onto COIN execution environments
   inside the network offers a new solution space to these challenges,
   providing new compute locations with much smaller latencies.

4.1.2.  Characterization

   A control process consists of two main components as illustrated in
   Figure 2: a system under control and a controller.  In feedback
   control, the current state of the system is monitored, e.g., using
   sensors, and the controller influences the system based on the
   difference between the current and the reference state to keep it
   close to this reference state.

    reference
      state      ------------        --------    Output
   ---------->  | Controller | ---> | System | ---------->
              ^  ------------        --------       |
              |                                     |
              |   observed state                    |
              |                    ---------        |
               -------------------| Sensors | <-----
                                   ---------

                  Figure 2: Simple feedback control model.

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   Apart from the control model, the quality of the control primarily
   depends on the timely reception of the sensor feedback which can be
   subject to tight latency constraints, often in the single-digit
   millisecond range.  Even shorter feedback requirements may exist in
   other use cases, such as interferometry or high-energy physics, but
   these use cases are out of scope for this document.  While low
   latencies are essential, there is an even greater need for stable and
   deterministic levels of latency, because controllers can generally
   cope with different levels of latency, if they are designed for them,
   but they are significantly challenged by dynamically changing or
   unstable latencies.  The unpredictable latency of the Internet
   exemplifies this problem if, e.g., off-premise cloud platforms are
   included.

4.1.3.  Existing Solutions

   Control functionality is traditionally executed on PLCs close to the
   machinery.  These PLCs typically require vendor-specific
   implementations and are often hard to upgrade and update which makes
   such control processes inflexible and difficult to manage.  Moving
   computations to more freely programmable devices thus has the
   potential of significantly improving the flexibility.  In this
   context, directly moving control functionality to (central) cloud
   environments is generally possible, yet only feasible if latency
   constraints are lenient.

   Early approaches such as [RUETH] and [VESTIN] have already shown the
   general applicability of leveraging COIN for in-network control.

4.1.4.  Opportunities

   *  Performing simple control logic on PNDs and/or in COIN execution
      environments can bring the controlled system and the controller
      closer together, possibly satisfying the tight latency
      requirements.

   *  Creating a coupled control that is exercised via (i) simplified
      approximations of more complex control algorithms deployed in COIN
      execution environments, and (ii) more complex overall control
      schemes deployed in the cloud can allow for quicker, yet more
      inaccurate responses from within the network while still providing
      for sufficient control accuracy at higher latencies from afar.

4.1.5.  Research Questions

   *  RQ 4.1.1: How to derive simplified versions of the global
      (control) function?

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      -  How to account for the limited computational precision of PNDs,
         typically only allowing for integer precision computation,
         while floating-point precision is needed by most control
         algorithms (cf.  [KUNZE-APPLICABILITY])?

      -  How to find suitable tradeoffs regarding simplicity of the
         control function ("accuracy of the control") and implementation
         complexity ("implementability")?

   *  RQ 4.1.2: How to distribute the simplified versions in the
      network?

      -  Can there be different control levels, e.g., "quite inaccurate
         & very low latency" (PNDs, deep in the network), "more accurate
         & higher latency" (more powerful COIN execution environments,
         farer away), "very accurate & very high latency" (cloud
         environments, far away)?

      -  Who decides which control instance is executed and how?

      -  How do the different control instances interact?

4.1.6.  Desirable Capabilities

   *  Capability 4.1.1: The interaction between the COIN execution
      environments and the global controller should be explicit.

   *  Capability 4.1.2: The interaction between the COIN execution
      environments and the global controller must not negatively impact
      the control quality.

   *  Capability 4.1.3: Actions of the COIN execution environments must
      be overridable by the global controller.

   *  Capability 4.1.4: Functions in COIN execution environments should
      be executed with predictable delay.

   *  Capability 4.1.5: Functions in COIN execution environments must be
      executed with predictable accuracy.

4.2.  Large Volume Applications

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4.2.1.  Description

   In modern industrial networks, processes and machines are extensively
   monitored by distributed sensors with a large spectrum of
   capabilities, ranging from simple binary (e.g., light barriers) to
   sophisticated sensors with varying degrees of resolution.  Sensors
   further serve different purposes, as some are used for time-critical
   process control while others represent redundant fallback platforms.
   Overall, there is a high level of heterogeneity which makes managing
   the sensor output a challenging task.

   Depending on the deployed sensors and the complexity of the observed
   system, the resulting overall data volume can easily be in the range
   of several Gbit/s [GLEBKE].  These volumes are often already
   difficult to handle in local environments and it becomes even more
   challenging when off-premise clouds are used for managing the data.
   While large networking companies can simply upgrade their
   infrastructure to accommodate the accruing data volumes, most
   industrial companies operate on tight infrastructure budgets and
   upgrading is hence not always feasible or possible.  A major
   challenge is thus to devise a methodology that is able to handle such
   amounts of data over limited access links.

   Data filtering and pre-processing, similar to the considerations in
   Section 3.2, can be building blocks for new solutions in this space.
   Such solutions, however, might also have to address the added
   challenge of business data leaving the premises and control of the
   company.  As this data could include sensitive information or
   valuable business secrets, additional security measures have to be
   taken.  Yet, typical security measures such as encrypting the data
   make filtering or pre-processing approaches hardly applicable as they
   typically work on unencrypted data.  Consequently, incorporating
   security into these approaches, either by adding functionality for
   handling encrypted data or devising general security measures, is
   thus an additional auspicious field for research.

4.2.2.  Characterization

   In essence, the described monitoring systems consist of sensors that
   produce large volumes of monitoring data.  This data is then
   transmitted to additional components that provide data processing and
   analysis capabilities or simply store the data in large data silos.

   As sensors are often set up redundantly, part of the collected data
   might also be redundant.  Moreover, sensors are often hard to
   configure or not configurable at all which is why their resolution or
   sampling frequency is often larger than required.  Consequently, it
   is likely that more data is transmitted than is needed or desired,

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   prompting the deployment of filtering techniques.  For example, COIN
   programs deployed in the on-premise network could filter out
   redundant or undesired data before it leaves the premise using simple
   traffic filters, thus reducing the required (upload) bandwidths.  The
   available sensor data could be scaled down using standard statistical
   sampling, packet-based sub-sampling, i.e., only forwarding every n-th
   packet, or using filtering as long as the sensor value is in an
   uninteresting range while forwarding with a higher resolution once
   the sensor value range becomes interesting (cf.  [KUNZE-SIGNAL]).
   While the former variants are oblivious to the semantics of the
   sensor data, the latter variant requires an understanding of the
   current sensor levels.  In any case, it is important that end-hosts
   are informed about the filtering so that they can distinguish between
   data loss and data filtered out on purpose.

   In practice, the collected data is further processed using various
   forms of computation.  Some of them are very complex or need the
   complete sensor data during the computation, but there are also
   simpler operations which can already be done on subsets of the
   overall dataset or earlier on the communication path as soon as all
   data is available.  One example is finding the maximum of all sensor
   values which can either be done iteratively at each intermediate hop
   or at the first hop, where all data is available.  Using expert
   knowledge about the exact computation steps and the concrete
   transmission path of the sensor data, simple computation steps can
   thus be deployed in the on-premise network, again reducing the
   overall data volume.

4.2.3.  Existing Solutions

   Current approaches for handling such large amounts of information
   typically build upon stream processing frameworks such as Apache
   Flink.  These solutions allow for handling large volume applications
   and map the compute functionality to performant server machines or
   distributed compute platforms.  Augmenting the existing capabilities,
   COIN offers a new dimension of platforms for such processing
   frameworks.

4.2.4.  Opportunities

   *  (Stream) processing frameworks can become more flexible by
      introducing COIN execution environments as additional deployment
      targets.

   *  (Semantic) packet filtering based on packet header and payload, as
      well as multi-packet information can (drastically) reduce the data
      volume, possibly even without losing any important information.

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   *  (Semantic) data (pre-)processing, e.g., in the form of
      computations across multiple packets and potentially leveraging
      packet payload, can also reduce the data volume without losing any
      important information.

4.2.5.  Research Questions

   Some of the following research questions are also relevant in the
   context of general stream processing systems.

   *  RQ 4.2.1: How can the overall data processing pipeline be divided
      into individual processing steps that could then be deployed as
      COIN functionality?

   *  RQ 4.2.2: How to design COIN programs for (semantic) packet
      filtering?

      -  Which criteria for filtering make sense?

   *  RQ 4.2.3: Which kinds of COIN programs can be leveraged for
      (pre-)processing steps?

      -  How complex can they become?

   *  RQ 4.2.4: How to distribute and coordinate COIN programs?

   *  RQ 4.2.5: How to dynamically change COIN programs?

   *  RQ 4.2.6: How to incorporate the (pre-)processing and filtering
      steps into the overall system?

      -  How can changes to the data by COIN programs be signaled to the
         end-hosts?

4.2.6.  Desirable capabilities

   *  Capability 4.2.1: Filters and preprocessors must conform to
      application-level syntax and semantics.

   *  Capability 4.2.2: Filters and preprocessors may leverage packet
      header and payload information.

   *  Capability 4.2.3: Filters and preprocessors should be
      reconfigurable at run-time.

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4.3.  Industrial Safety

4.3.1.  Description

   Despite an increasing automation in production processes, human
   workers are still often necessary.  Consequently, safety measures
   have a high priority to ensure that no human life is endangered.  In
   traditional factories, the regions of contact between humans and
   machines are well-defined and interactions are simple.  Simple safety
   measures like emergency switches at the working positions are enough
   to provide a good level of safety.

   Modern factories are characterized by increasingly dynamic and
   complex environments with new interaction scenarios between humans
   and robots.  Robots can directly assist humans, perform tasks
   autonomously, or even freely move around on the shopfloor.  Hence,
   the intersect between the human working area and the robots grows and
   it is harder for human workers to fully observe the complete
   environment.  Additional safety measures are essential to prevent
   accidents and support humans in observing the environment.

4.3.2.  Characterization

   Industrial safety measures are typically hardware solutions because
   they have to pass rigorous testing before they are certified and
   deployment-ready.  Standard measures include safety switches and
   light barriers.  Additionally, the working area can be explicitly
   divided into 'contact' and 'safe' areas, indicating when workers have
   to watch out for interactions with machinery.  For example, markings
   on the factory floor can show the areas where robots move or indicate
   their maximum physical reach.

   These measures are static solutions, potentially relying on
   specialized hardware, and are challenged by the increased dynamics of
   modern factories where the factory configuration can be changed on
   demand or where all entities are freely moving around.  Software
   solutions offer higher flexibility as they can dynamically respect
   new information gathered by the sensor systems, but in most cases
   they cannot give guaranteed safety.  COIN systems could leverage the
   increased availability of sensor data and the detailed monitoring of
   the factories to enable additional safety measures with shorter
   response times and higher guarantees.  Different safety indicators
   within the production hall could be combined within the network so
   that PNDs can give early responses if a potential safety breach is
   detected.  For example, the positions of human workers and robots
   could be tracked and robots could be stopped when they get too close
   to a human in a non-working area or if a human enters a defined
   safety zone.  More advanced concepts could also include image data or

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   combine arbitrary sensor data.  Finally, the increasing
   softwarization of industrial processes can also lead to new problems,
   e.g., if software bugs cause unintended movements of robots.  Here,
   COIN systems could independently double check issued commands to void
   unsafe commands.

4.3.3.  Existing Solutions

   Due to the importance of safety, there is a wide range of software-
   based approaches aiming at enhancing security.  One example are tag-
   based systems, e.g., using RFID, where drivers of forklifts can be
   warned if pedestrian workers carrying tags are nearby.  Such
   solutions, however, require setting up an additional system and do
   not leverage existing sensor data.

4.3.4.  Opportunities

   *  Executing safety-critical COIN functions on PNDs could allow for
      early emergency reactions based on diverse sensor feedback with
      low latencies.

   *  COIN software could provide independent on-path surveillance of
      control software-initiated actions to block unsafe commands.

4.3.5.  Research Questions

   *  RQ 4.3.1: Which additional safety measures can be provided?

      -  Do these measures actually improve safety?

   *  RQ 4.3.2: Which sensor information can be combined and how?

4.3.6.  Desirable capabilities

   *  Capability 4.3.1: COIN-based safety measures must not degrade
      existing safety measures.

   *  Capability 4.3.2: COIN-based safety measures may enhance existing
      safety measures.

5.  Improving existing COIN capabilities

5.1.  Content Delivery Networks

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5.1.1.  Description

   Delivery of content to end users often relies on Content Delivery
   Networks (CDNs).  CDNs store said content closer to end users for
   latency-reduced delivery as well as to reduce load on origin servers.
   For this, they often utilize DNS-based indirection to serve the
   request on behalf of the origin server.  Both of these objectives are
   within scope to be addressed by COIN methods and solutions.

5.1.2.  Characterization

   From the perspective of this draft, a CDN can be interpreted as a
   (network service level) set of (COIN) programs.  These programs
   implement a distributed logic for first distributing content from the
   origin server to the CDN ingress and then further to the CDN
   replication points which ultimately serve the user-facing content
   requests.

5.1.3.  Existing Solutions

   CDN technologies have been well described and deployed in the
   existing Internet.  Core technologies like Global Server Load
   Balancing (GSLB) [GSLB] and Anycast server solutions are used to deal
   with the required indirection of a content request (usually in the
   form of an HTTP request) to the most suitable local CDN server.
   Content is replicated from seeding servers, which serve as injection
   points for content from content owners/producers, to the actual CDN
   servers, who will eventually serve the user's request.  The
   replication architecture and mechanisms itself differs from one (CDN)
   provider to another, and often utilizes private peering or network
   arrangements in order to distribute the content internationally and
   regionally.

   Studies such as those in [FCDN] have shown that content distribution
   at the level of named content, utilizing efficient (e.g., Layer 2)
   multicast for replication towards edge CDN nodes, can significantly
   increase the overall network and server efficiency.  It also reduces
   indirection latency for content retrieval as well as required edge
   storage capacity by benefiting from the increased network efficiency
   to renew edge content more quickly against changing demand.  Works
   such as those in [SILKROAD] utilize ASICs to replace server-based
   load balancing with significant cost reductions, thus showcasing the
   potential for in-network CN operations.

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5.1.4.  Opportunities

   *  Supporting service-level routing of requests (service routing in
      [APPCENTRES]) to specific (COIN) program instances may improve on
      end user experience in faster retrieving (possibly also more,
      e.g., better quality) content.

   *  COIN instances may also be utilized to integrate service-related
      telemetry information to support the selection of the final
      service instance destination from a pool of possible choices

   *  Supporting the selection of a service destination from a set of
      possible (e.g., virtualized, distributed) choices, e.g., through
      constraint-based routing decisions (see [APPCENTRES]) in (COIN)
      program instances to improve the overall end user experience by
      selecting a 'more suitable' service destination over another,
      e.g., avoiding/reducing overload situations in specific service
      destinations.

   *  Supporting Layer 2 capabilities for multicast (compute
      interconnection and collective communication in [APPCENTRES]),
      e.g., through in-network/switch-based replication decisions (and
      their optimizations) based on dynamic group membership
      information, may reduce the network utilization and therefore
      increase the overall system efficiency.

5.1.5.  Research Questions

   In addition to the research questions in Section 3.1.5:

   *  RQ 5.1.1: How to utilize L2 multicast to improve on CDN designs?
      How to utilize COIN capabilities in those designs, such as through
      on-path optimizations for fanouts?

   *  RQ 5.1.2: What forwarding methods may support the required
      multicast capabilities (see [FCDN]) and how could programmable
      COIN forwarding elements support those methods (e.g., extending
      current SDN capabilities)?

   *  RQ 5.1.3: What are the constraints, reflecting both compute and
      network capabilities, that may support joint optimization of
      routing and computing?  How could intermediary (COIN) program
      instances support, e.g., the aggregation of those constraints to
      reduce overall telemetry network traffic?

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   *  RQ 5.1.4: Could traffic steering be performed on the data path and
      per service request, e.g., through (COIN) program instances that
      perform novel routing request lookup methods?  If so, what would
      be performance improvements?

   *  RQ 5.1.5: How could storage be traded off against frequent,
      multicast-based replication (see [FCDN])?  Could intermediary/in-
      network (COIN) elements support the storage beyond current
      endpoint-based methods?

   *  RQ 5.1.6: What scalability limits exist for L2 multicast
      capabilities?  How to overcome them, e.g., through (COIN) program
      instances serving as stateful subtree aggregators to reduce the
      needed identifier space for, e.g., bit-based forwarding?

5.1.6.  Desirable Capabilities

   Capabilities 3.1.1 through 3.1.6 also apply for CDN service access.
   In addition:

   *  Capability 5.1.1: Any solution should utilize Layer 2 multicast
      transmission capabilities for responses to concurrent service
      requests.

5.2.  Compute-Fabric-as-a-Service (CFaaS)

5.2.1.  Description

   We interpret connected compute resources as operating at a suitable
   layer, such as Ethernet, InfiBand but also at Layer 3, to allow for
   the exchange of suitable invocation methods, such as exposed through
   verb-based or socket-based APIs.  The specific invocations here are
   subject to the applications running over a selected pool of such
   connected compute resources.

   Providing such pool of connected compute resources, e.g., in regional
   or edge data centers, base stations, and even end user devices, opens
   up the opportunity for infrastructure providers to offer CFaaS-like
   offerings to application providers, leaving the choice of the
   appropriate invocation method to the app and service provider.
   Through this, the compute resources can be utilized to execute the
   desired (COIN) programs of which the application is composed, while
   utilizing the interconnection between those compute resources to do
   so in a distributed manner.

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5.2.2.  Characterization

   We foresee those CFaaS offerings to be tenant-specific, a tenant here
   defined as the provider of at least one application.  For this, we
   foresee an interaction between CFaaS provider and tenant to
   dynamically select the appropriate resources to define the demand
   side of the fabric.  Conversely, we also foresee the supply side of
   the fabric to be highly dynamic with resources being offered to the
   fabric through, e.g., user-provided resources (whose supply might
   depend on highly context-specific supply policies) or infrastructure
   resources of intermittent availability such as those provided through
   road-side infrastructure in vehicular scenarios.

   The resulting dynamic demand-supply matching establishes a dynamic
   nature of the compute fabric that in turn requires trust
   relationships to be built dynamically between the resource
   provider(s) and the CFaaS provider.  This also requires the
   communication resources to be dynamically adjusted to suitably
   interconnect all resources into the (tenant-specific) fabric exposed
   as CFaaS.

5.2.3.  Existing Solutions

   There exist a number of technologies to build non-local (wide area)
   Layer 2 as well as Layer 3 networks, which in turn allows for
   connecting compute resources for a distributed computational task.
   For instance, 5G-LAN [SA2-5GLAN] specifies a cellular L2 bearer for
   interconnecting L2 resources within a single cellular operator.  The
   work in [ICN5GLAN] outlines using a path-based forwarding solution
   over 5G-LAN as well as SDN-based LAN connectivity together with an
   ICN-based naming of IP and HTTP-level resources to achieve
   computational interconnections, including scenarios such as those
   outlined in Section 3.1.  L2 network virtualization (see, e.g.,
   [L2Virt]) is one of the methods used for realizing so-called 'cloud-
   native' applications for applications developed with 'physical'
   networks in mind, thus forming an interconnected compute and storage
   fabric.

5.2.4.  Opportunities

   *  Supporting service-level routing of compute resource requests
      (service routing in [APPCENTRES]) may allow for utilizing the
      wealth of compute resources in the overall CFaaS fabric for
      execution of distributed applications, where the distributed
      constituents of those applications are realized as (COIN) programs
      and executed within a COIN system as (COIN) program instances.

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   *  Supporting the constraint-based selection of a specific (COIN)
      program instance over others (constraint-based routing in
      [APPCENTRES]) will allow for optimizing both the CFaaS provider
      constraints as well as tenant-specific constraints.

   *  Supporting Layer 2 and 3 capabilities for multicast (compute
      interconnection and collective communication in [APPCENTRES]) will
      allow for decreasing both network utilization but also possible
      compute utilization (due to avoiding unicast replication at those
      compute endpoints), thereby decreasing total cost of ownership for
      the CFaaS offering.

   *  Supporting the enforcement of trust relationships and isolation
      policies through intermediary (COIN) program instances, e.g.,
      enforcing specific traffic shares or strict isolation of traffic
      through differentiated queueing.

5.2.5.  Research Questions

   In addition to the research questions in Section 3.1.5:

   *  RQ 5.2.1: How to convey tenant-specific requirements for the
      creation of the CFaaS fabric?

   *  RQ 5.2.2: How to dynamically integrate resources, particularly
      when driven by tenant-level requirements and changing service-
      specific constraints?

   *  RQ 5.2.3: How to utilize COIN capabilities to aid the availability
      and accountability of resources, i.e., what may be (COIN) programs
      for a CFaaS environment that in turn would utilize the distributed
      execution capability of a COIN system?

   *  RQ 5.2.4: How to utilize COIN capabilities to enforce traffic and
      isolation policies for establishing trust between tenant and CFaaS
      provider in an assured operation?

5.2.6.  Desirable Capabilities

   Capabilities 3.1.1 through 3.1.6 also apply for the provisioning of
   services atop the CFaaS.  In addition:

   *  Capability 5.2.1: Any solution should expose means to specify the
      requirements for the tenant-specific compute fabric being utilized
      for the service execution.

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   *  Capability 5.2.2: Any solution should allow for dynamic
      integration of compute resources into the compute fabric being
      utilized for the app execution; those resources include, but are
      not limited to, end user provided resources.  From a COIN system
      perspective, new resources must be possible to be exposed as
      possible (COIN) execution environments.

   *  Capability 5.2.3: Any solution must provide means to optimize the
      interconnection of compute resources, including those dynamically
      added and removed during the provisioning of the tenant-specific
      compute fabric.

   *  Capability 5.2.4: Any solution must provide means for ensuring
      that availability and usage of resources is accounted for.

5.3.  Virtual Networks Programming

5.3.1.  Description

   The term "virtual network programming" is proposed to describe
   mechanisms by which tenants deploy and operate COIN programs in their
   virtual network.  Such COIN programs can, e.g., be P4 programs,
   OpenFlow rules, or higher layer programs.  This feature can enable
   other use cases described in this draft to be deployed using virtual
   networks services, over underlying networks such as datacenters,
   mobile networks, or other fixed or wireless networks.

   For example, COIN programs could perform the following on a tenant's
   virtual network:

   *  Allow or block flows, and request rules from an SDN controller for
      each new flow, or for flows to or from specific hosts that need
      enhanced security

   *  Forward a copy of some flows towards a node for storage and
      analysis

   *  Update counters based on specific sources/destinations or
      protocols, for detailed analytics

   *  Associate traffic between specific endpoints, using specific
      protocols, or originated from a given application, to a given
      slice, while other traffic uses a default slice

   *  Experiment with a new routing protocol (e.g., ICN), using a P4
      implementation of a router for this protocol

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5.3.2.  Characterization

   To provide a concrete example of virtual COIN programming, we
   consider a use case using a 5G underlying network, the 5GLAN
   virtualization technology, and the P4 programming language and
   environment.  Section 5.1 of [I-D.ravi-icnrg-5gc-icn] provides a
   description of the 5G network functions and interfaces relevant to
   5GLAN, which are otherwise specified in [TS23.501] and [TS23.502].
   From the 5GLAN service customer/tenant standpoint, the 5G network
   operates as a switch.

   In the use case depicted in Figure 3, the tenant operates a network
   including a 5GLAN network segment (seen as a single logical switch),
   as well as fixed segments.  The mobile devices (or User Equipment
   nodes) UE1, UE2, UE3 and UE4 are in the same 5GLAN, as well as
   Device1 and Device2 (through UE4).  This scenario can take place in a
   plant or enterprise network, using, e.g., a 5G Non-Public Network.
   The tenant uses P4 programs to determine the operation of both the
   fixed and 5GLAN switches.  The tenant provisions a 5GLAN P4 program
   into the mobile network, and can also operate a controller.

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                                        ..... Tenant ........
                             P4 program :                   :
                             deployment :         Operation :
                                        V                   :
     +-----+  air interface +----------------+              :
     | UE1 +----------------+                |              :
     +-----+                |                |              :
                            |                |              :
     +-----+                |                |              V
     | UE2 +----------------+     5GLAN      |      +------------+
     +-----+                |    Logical     +------+ Controller |
                            |     Switch     |  P4  +-------+----+
     +-----+                |                |  runtime     |
     | UE3 +----------------+                |  API         |
     +-----+                |                |              |
                            |                |              |
     +-----+                |                |              |
   +-+ UE4 +----------------+                |              |
   | +-----+                +----------------+              |
   |                                                        |
   | Fixed or wireless connection                           |
   |                                    P4 runtime API      |
   |  +---------+           +-------------------------------+
   +--+ Device1 |           |
   |  +---------+           |
   |                        |
   |  +---------+    +------+-----+
   `--+ Device2 +----+ P4 Switch  +--->(fixed network)
      +---------+    +------------+

             Figure 3: 5G Virtual Network Programming Overview

5.3.3.  Existing Solutions

   Research has been conducted, for example by [Stoyanov], to enable P4
   network programming of individual virtual switches.  To our
   knowledge, no complete solution has been developed for deploying
   virtual COIN programs over mobile or datacenter networks.

5.3.4.  Opportunities

   Virtual network programming by tenants could bring benefits such as:

   *  A unified programming model, which can facilitate porting COIN
      programs between data centers, 5G networks, and other fixed and
      wireless networks, as well as sharing controller, code and
      expertise.

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   *  Increasing the level of customization available to customers/
      tenants of mobile networks or datacenters compared to typical
      configuration capabilities.  For example, 5G network evolution
      points to an ever increasing specialization and customization of
      private mobile networks, which could be handled by tenants using a
      programming model similar to P4.

   *  Using network programs to influence underlying network services,
      e.g., request specific QoS for some flows in 5G or datacenters, to
      increase the level of in-depth customization available to tenants.

5.3.5.  Research Questions

   *  RQ 5.3.1: Underlying Network Awareness: a virtual COIN program can
      be able to influence, and be influenced by, the underling network.
      Since some information and actions may be available on some nodes
      and not others, underlying network awareness may impose additional
      constraints on distributed network programs location.

   *  RQ 5.3.2: Splitting/Distribution: a virtual COIN program may need
      to be deployed across multiple computing nodes, leading to
      research questions around instance placement and distribution.
      For example, program logic should be applied exactly once or at
      least once per packet, while allowing optimal forwarding path by
      the underlying network.  Research challenges include defining
      manual (by the programmer) or automatic methods to distribute COIN
      programs that use a low or minimal amount of resources.
      Distributed P4 programs are studied in
      [I-D.hsingh-coinrg-reqs-p4comp] and [Sultana].

   *  RQ 5.3.3: Multi-Tenancy Support: multiple virtual COIN program
      instances can run on the same compute node.  While mechanisms were
      proposed for P4 multi-tenancy in a switch [Stoyanov], research
      questions remain about isolation between tenants and fair
      repartition of resources.

   *  RQ 5.3.4: Security: how can tenants and underlying networks be
      protected against security risks, including overuse or misuse of
      network resources, injection of traffic, or access to unauthorized
      traffic?

   *  RQ 5.3.5: Higher layer processing: can a virtual network model
      facilitate the deployment of COIN programs acting on application
      layer data?  This is an open question since the present section
      focused on packet/flow processing.

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5.3.6.  Desirable Capabilities

   *  Capability 5.3.1: A COIN system supporting virtualization should
      enable tenants to deploy COIN programs onto their virtual
      networks.

   *  Capability 5.3.2: A virtual COIN program should process flows/
      packets once and only once (or at least once for idempotent
      operations), even if the program is distributed over multiple
      PNDs.

   *  Capability 5.3.3: Multi-tenancy should be supported for virtual
      COIN programs, i.e., instances of virtual COIN programs from
      different tenants can share underlying PNDs.  This includes
      requirements for secure isolation between tenants, and fair (or
      policy-based) sharing of computing resources.

   *  Capability 5.3.4: Virtual COIN programs should support mobility of
      endpoints.

6.  Enabling new COIN capabilities

6.1.  Distributed AI Training

6.1.1.  Description

   There is a growing range of use cases demanding for the realization
   of AI training capabilities among distributed endpoints.  Such demand
   may be driven by the need to increase overall computational power for
   large-scale problems.  From a COIN perspective, those capabilities
   may be realized as (COIN) programs and executed throughout the COIN
   system, including in PNDs.

   Some solutions may desire the localization of reasoning logic, e.g.,
   for deriving attributes that better preserve privacy of the utilized
   raw input data.  Quickly establishing (COIN) program instances in
   nearby compute resources, including PNDs, may even satisfy such
   localization demands on-the-fly (e.g., when a particular use is being
   realized, then terminated after a given time).

6.1.2.  Characterization

   Examples for large-scale AI training problems include biotechnology
   and astronomy related reasoning over massive amounts of observational
   input data.  Examples for localizing input data for privacy reasons
   include radar-like applications for the development of topological
   mapping data based on (distributed) radio measurements at base
   stations (and possibly end devices), while the processing within

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   radio access networks (RAN) already constitutes a distributed AI
   training problem to a certain extent albeit with little flexibility
   in distributing the execution of the AI logic.  Other examples
   include the extraction of key patient features from local private
   patient data, e.g., held at organizationally separate health trusts.

6.1.3.  Existing Solutions

   Reasoning frameworks, such as TensorFlow, may be utilized for the
   realization of the (distributed) AI training logic, building on
   remote service invocation through protocols such as gRPC [GRPC] or
   MPI [MPI] with the intention of providing an on-chip NPU (neural
   processor unit) like abstraction to the AI framework.

   A number of activities on distributed AI training exist in the area
   of developing the 5th and 6th generation mobile network with various
   activities in the 3GPP SDO as well as use cases developed for the
   ETSI MEC initiative mentioned in previous use cases.

6.1.4.  Opportunities

   *  Supporting service-level routing of training requests (service
      routing in [APPCENTRES]), with AI services being exposed to the
      network, where (COIN) program instances may support the selection
      of the most suitable service instance based on control plane
      information, e.g., on AI worker compute capabilities, being
      distributed across (COIN) program instances.

   *  Supporting the collective communication primitives, such as all-
      to-all, scatter-gather, utilized by the (distributed) AI workers
      to increase the overall network efficiency, e.g., through avoiding
      endpoint-based replication or even directly performing, e.g.,
      reduce, collective primitive operations in (COIN) program
      instances placed in topologically advantageous places.

   *  Supporting collective communication between multiple instances of
      AI services, i.e., (COIN) program instances, may positively impact
      network but also compute utilization by moving from unicast
      replication to network-assisted multicast operation.

6.1.5.  Research Questions

   In addition to the research questions in Section 3.1.5:

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   *  RQ 6.1.1: What are the communication patterns that may be
      supported by collective communication solutions, where those
      solutions directly utilize (COIN) program instance capabilities
      within the network (e.g., reduce in a central (COIN) program
      instance)?

   *  RQ 6.1.2: How to achieve scalable multicast delivery for
      collective communication primitives with rapidly changing receiver
      sets, e.g., where training workers may be dynamically selected
      based on energy efficiency constraints [GREENAI]?

   *  RQ 6.1.3: What COIN capabilities may support the collective
      communication patterns found in distributed AI problems?

   *  RQ 6.1.4: How to provide a service routing capability that
      supports AI-specific invocation protocols, such as MPI or RDMA?

6.1.6.  Desirable Capabilities

   Capabilities 3.1.1 through 3.1.6 also apply for general distributed
   AI capabilities.  In addition:

   *  Capability 6.1.1: Any COIN system must provide means to specify
      the constraints for placing (AI) execution logic in the form of
      (COIN) programs in certain logical execution points (and their
      associated physical locations), including PNDs.

   *  Capability 6.1.2: Any COIN system must provide support for app/
      micro-service specific invocation protocols for requesting (COIN)
      program services exposed to the COIN system.

7.  Security Considerations

   COIN systems, like any other system using ``middleboxes'', can have
   different security and privacy implications that strongly depend on
   the used platforms, the provided functionality, and the deployment
   domain, with most if not all considerations for general middleboxes
   also applying for COIN systems.

   One critical aspect for early COIN systems is the use of early-
   generation PNDs, many of which do not have cryptography support and
   only have limited computational capabilities.  Hence, PND-based COIN
   systems typically work on unencrypted data and often customize packet
   payload while concepts, such as homomorphic encryption, could serve
   as workarounds, allowing PNDs to perform simple operations on the
   encrypted data without having access to it.  All these approaches
   introduce the same or very similar security implications as any
   middlebox operating on unencrypted traffic or having access to

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   encryption: a middlebox can itself have malicious intentions, e.g.,
   because it got compromised, or the deployment of functionality offers
   new attack vectors to outsiders.

   However, similar to middlebox deployments, risks for privacy and of
   data exposure have to be carefully considered in the context of the
   concrete deployment.  For example, exposing data to an external
   operator for mobile application offloading leads to a significant
   privacy loss of the user in any case.  In contrast, such privacy
   considerations are not as relevant for COIN systems where all
   involved entities are under the same control, such as in an
   industrial context.  Here, exposed data and functionality can instead
   lead to stolen business secrets or the enabling of, e.g., DoS
   attacks.  Hence, even in fully controlled scenarios, COIN
   intermediaries, and middleboxes in general, are ideally operated in a
   least-privilege mode, where they have exactly those permissions to
   read and alter payload that are necessary to fulfil their purpose.

   Research on granting middleboxes access to secured traffic is only in
   its infancy and a variety of different approaches are proposed and
   analyzed [TLSSURVEY].  In a SplitTLS [SPLITTLS] deployment, e.g.,
   middleboxes have different incoming and outgoing TLS channels, such
   that they have full read and write access to all intercepted traffic.
   More restrictive approaches for deploying middleboxes rely on
   searchable encryption or zero-knowledge proofs to expose less data to
   intermediaries, but those only offer limited functionality.
   MADTLS[MADTLS] is tailored to the industrial domain and offers bit-
   level read and write access to intermediaries with low latency and
   bandwidth overhead, at the cost of more complex key management.
   Overall, different proposals offer different advantages and
   disadvantages that must be carefully considered in the context of
   concrete deployments.  Further research could pave the way for a more
   unified and configurable solution that is easier to maintain and
   deploy.

   Finally, COIN systems and other middlebox deployments can also lead
   to security risks even if the attack stems from an outsider without
   direct access to any devices.  As such, metadata about the entailed
   processing (processing times, changes in incoming and outgoing data)
   can allow an attacker to extract valuable information about the
   process.  Moreover, such deployments can become central entities
   that, if paralyzed (e.g., through extensive requests), can be
   responsible for large-scale outages.  In particular, some deployments
   could be used to amplify DoS attacks.  Similar to other middlebox
   deployments, these potential risks must be considered when deploying
   COIN functionality and may influence the selection of suitable
   security protocols.

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8.  IANA Considerations

   N/A

9.  Conclusion

   This document presented use cases gathered from several application
   domains that can and could profit from capabilities that are provided
   by in-network and, more generally, distributed compute capabilities.
   We distinguished between use cases in which COIN may enable new
   experiences (Section 3), expose new features (Section 6), or improve
   on existing system capabilities (Section 5), and other use cases
   where COIN capabilities enable totally new applications, for example,
   in industrial networking (Section 4).

   Beyond the mere description and characterization of those use cases,
   we identified opportunities arising from utilizing COIN capabilities
   as well as research questions that may need to be addressed before
   being able to reap those opportunities.  We also outlined desirable
   capabilities for COIN systems realizing these use cases.

   We acknowledge that this work offers no comprehensive overview of
   possible use cases and is thus only a snapshot of what may be
   possible if COIN capabilities existed.
   In fact, the decomposition of many current client-server applications
   into node by node transit could identify other opportunities for
   adding computing to forwarding notably in supply-chain, health care,
   intelligent cities and transportation and even financial services
   (among others).

   With this in mind, updates to this document might become necessary or
   desirable in the future to capture this extended view on what may be
   possible.  We are, however, confident that the current selection of
   use cases, each describing the dimensions of opportunities, research
   questions, and desired capabilities, already represents a useful set
   of scenarios that yield themselves for a subsequent analysis that is
   currently intended to be performed in [USECASEANALYSIS].  Through
   this, the use cases presented here together with the intended
   analysis provide direct input into the milestones of COINRG in terms
   of required functionalities.

10.  Acknowledgements

   The authors would like to thank Eric Wagner for providing text on the
   security considerations.  The authors would further like to thank
   Chathura Sarathchandra, David Oran, Phil Eardley, Stuart Card,
   Jeffrey He, Toerless Eckert, and Jon Crowcroft for reviewing the
   document.

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11.  Informative References

   [APPCENTRES]
              Trossen, D., Sarathchandra, C., and M. Boniface, "In-
              Network Computing for App-Centric Micro-Services", Work in
              Progress, Internet-Draft, draft-sarathchandra-coin-
              appcentres-04, 26 January 2021,
              <https://datatracker.ietf.org/doc/html/draft-
              sarathchandra-coin-appcentres-04>.

   [ETSI]     ETSI, "Multi-access Edge Computing (MEC)", 2022,
              <https://www.etsi.org/technologies/multi-access-edge-
              computing>.

   [FCDN]     Al-Naday, M., Reed, M. J., Riihijarvi, J., Trossen, D.,
              Thomos, N., and M. Al-Khalidi, "A Flexible and Efficient
              CDN Infrastructure without DNS Redirection of Content
              Reflection", <https://arxiv.org/pdf/1803.00876.pdf>.

   [GLEBKE]   Glebke, R., Henze, M., Wehrle, K., Niemietz, P., Trauth,
              D., Mattfeld MBA, P., and T. Bergs, "A Case for Integrated
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Authors' Addresses

   Ike Kunze
   RWTH Aachen University
   Ahornstr. 55
   D-52074 Aachen
   Germany
   Email: kunze@comsys.rwth-aachen.de

   Klaus Wehrle
   RWTH Aachen University
   Ahornstr. 55
   D-52074 Aachen
   Germany
   Email: wehrle@comsys.rwth-aachen.de

   Dirk Trossen
   Huawei Technologies Duesseldorf GmbH
   Riesstr. 25C
   D-80992 Munich
   Germany
   Email: Dirk.Trossen@Huawei.com

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   Marie-Jose Montpetit
   McGill University
   680 Sherbrooke Street W.
   Montreal  H3A 3R1
   Canada
   Email: marie-jose.montpetit@mcgill.ca

   Xavier de Foy
   InterDigital Communications, LLC
   1000 Sherbrooke West
   Montreal  H3A 3G4
   Canada
   Email: xavier.defoy@interdigital.com

   David Griffin
   University College London
   Gower St
   London
   WC1E 6BT
   United Kingdom
   Email: d.griffin@ucl.ac.uk

   Miguel Rio
   University College London
   Gower St
   London
   WC1E 6BT
   United Kingdom
   Email: miguel.rio@ucl.ac.uk

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