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NETGAMES
2006
ACM
15 years 3 months ago
A relative delay minimization scheme for multiplayer gaming in differentiated services networks
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 D...
Brian Carrig, David Denieffe, John Murphy
JSAC
2008
102views more  JSAC 2008»
14 years 9 months ago
Inefficient Noncooperation in Networking Games of Common-Pool Resources
We study in this paper a noncooperative approach for sharing resources of a common pool among users, wherein each user strives to maximize its own utility. The optimality notion is...
Hisao Kameda, Eitan Altman
NOSSDAV
2004
Springer
15 years 3 months ago
Low latency and cheat-proof event ordering for peer-to-peer games
We are developing a distributed architecture for massivelymultiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this archi...
Chris GauthierDickey, Daniel Zappala, Virginia Mar...
INFOCOM
2012
IEEE
13 years 6 days ago
Uplink soft frequency reuse for self-coexistence of cognitive radio networks operating in white-space spectrum
—Recent advances in cognitive radio (CR) technology have brought about a number of wireless standards that support opportunistic access to available white-space spectrum. Address...
Bo Gao, Jung-Min Park 0001, Yaling Yang
INFOCOM
2007
IEEE
15 years 4 months ago
Distributed Relay Selection and Power Control for Multiuser Cooperative Communication Networks Using Buyer/Seller Game
— The performances in cooperative communications depend on careful resource allocation such as relay selection and power control, but traditional centralized resource allocation ...
Beibei Wang, Zhu Han, K. J. Ray Liu