A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
State replication for multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Discriminating Congestion Losses from Wireless Losses using Inter-Arrival Times at the Receiver
ASSET '99 Proceedings of the 1999 IEEE Symposium on Application - Specific Systems and Software Engineering and Technology
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Access network delay in networked games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A mobile gaming platform for the IMS
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Lightweight QoS-support for networked mobile gaming
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Programming interactive real-time games over WLAN for pocket PCs with J2ME and .NET CF
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Framework for evaluation of networked mobile games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Influences of network latency and packet loss on consistency in networked racing games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
The effect of latency and network limitations on MMORPGs: a field study of everquest2
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Performance enhancing proxy for interactive 3G network gaming
Proceedings of the 2006 international conference on Wireless communications and mobile computing
Research note: Source models of network game traffic
Computer Communications
IEEE Journal on Selected Areas in Communications
An analytical model for end-to-end communication channel over PLCN based on QBDs
Information Processing Letters
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In this paper, we present a novel, scalable multi-player gaming architecture that can incorporate mobile nodes. Next we propose an adaptive forward error correction (FEC) and rate-control technique to improve service quality in such a wireless gaming environment. We consider only last-hop wireless links in this paper. It is assumed that the game server and clients (mobile devices) can switch between different prediction levels having different data rates. We introduce a new scheme for estimating the packet loss rates due to congestion and wireless channel conditions and use this information in a cross-layer design to improve the overall service quality. The congestion packet loss probability is used to devise a simple TCP-friendly rate-control algorithm for sending downlink data packets from the game server. We also propose a novel adaptive FEC and dynamic packetization algorithm to alleviate the effects of wireless channel packet losses based on this chosen data rate. Extensive NS-2 simulation results show the efficacy of our scheme in achieving higher throughput.