| A relative delay minimization scheme for multiplayer gaming in differentiated services networks |
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Network and System Support for Games
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Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
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Singapore
Article No. 36
Year of Publication: 2006
ISBN:1-59593-589-4
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Downloads (6 Weeks): 5, Downloads (12 Months): 35, Citation Count: 0
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ABSTRACT
Multiplayer gaming over the Internet continues to grow in popularity, despite a lack of Quality of Service (QoS) mechanisms. Future QoS-aware networks such as those based on the Differentiated Services (DiffServ) framework will provide an opportunity for gamers to enhance their game-playing experience. An important QoS metric for networked games is a user's delay relative to the delay of other users. In this paper, we propose a Relative Delay Minimization (RDM) algorithm for use in DiffServ environments. Simulation results are described and presented showing that the algorithm can reduce the Relative Delay Variation (RDV) between users in a DiffServ environment.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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S. Cheshire, "Latency and the quest for interactivity", Nov. 1996. http://www.stuartcheshire.org/papers/LatencyQuest.ps
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T. Henderson, "The effects of relative delay on networked games", Ph.D. thesis, University of London, London, UK, April 2003. Available online at http://www.cs.dartmouth.edu/~tristan/pubs/thesis.pdf
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L. Liang, Z. Sun and H. Cruickshank, "Relative QoS optimization for multiparty online gaming in DiffServ networks", In IEEE Communications Magazine, vol. 43, no. 5, May 2005, pp. 75--83.
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