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A relative delay minimization scheme for multiplayer gaming in differentiated services networks

Published: 30 October 2006 Publication History

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

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S. Blake et al., "An architecture for differentiated services", IETF RFC 2475, Dec. 1998.
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T. Henderson and S. Bhatti, "Networked games: A QoS-sensitive application for QoS-insensitive users?" In Proceedings of ACM SIGCOMM 2003 Workshops, p. 141--147, Aug. 2003.
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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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S. Zander, I. Leeder and G. Armitage, "Achieving fairness in multiplayer network games through automated latency balancing", In Proceedings of ACM SIGCHI ACE2005, Valencia, Spain, 2005, pp. 117--124.
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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.
[7]
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L. Pantel and L. C. Wolf, "On the impact of delay on realtime multiplayer games", In Proceedings of ACM Network and Operating Systems Support for Digital Audio and Video (NOSSDAV'02), Miami, Florida, May 2002, pp. 23--29.
  1. A relative delay minimization scheme for multiplayer gaming in differentiated services networks

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    cover image ACM Conferences
    NetGames '06: Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
    October 2006
    350 pages
    ISBN:1595935894
    DOI:10.1145/1230040
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 30 October 2006

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    Author Tags

    1. QoS
    2. diffserv
    3. network games
    4. relative delay

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