Proceedings of the 1st ACM conference on Electronic commerce
Provisioning a virtual private network: a network design problem for multicommodity flow
STOC '01 Proceedings of the thirty-third annual ACM symposium on Theory of computing
SOSP '01 Proceedings of the eighteenth ACM symposium on Operating systems principles
Network infrastructure for massively distributed 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
Measuring ISP topologies with rocketfuel
Proceedings of the 2002 conference on Applications, technologies, architectures, and protocols for computer communications
Interactive Network Performance: a dream worth dreaming?
Organised Sound
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A proposed architecture for the GENI backbone platform
Proceedings of the 2006 ACM/IEEE symposium on Architecture for networking and communications systems
OpenFlow: enabling innovation in campus networks
ACM SIGCOMM Computer Communication Review
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Latency equalization as a new network service primitive
IEEE/ACM Transactions on Networking (TON)
Fair and Efficient Dead Reckoning-Based Update Dissemination for Distributed Virtual Environments
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
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Today the Internet is the primary medium for deploying new real time services such as gaming and distributed online live music concerts. Different network services have different expectations from the routing infrastructure. Some network services require conventional routing paths optimized for low latency or low congestion. However, real-time interactive services such as online gaming and distributed live music performance require more than just low latency. They require Latency EQualization (LEQ) among participating users. Although LEQ could be performed by the client or the server, end-system techniques for estimating network conditions are often inaccurate. Instead, we argue that the network should provide a LEQ service. We propose a LEQ routing architecture that can leverage programmable hub nodes. By deploying a few flexible, well-placed programmable nodes to redirect traffic, we can flexibly support both latency equalized and low latency routing services simultaneously. For LEQ routing, programmable hub nodes provide services such as application packet identification, application level packet processing and latency equalized routing paths. Extensive simulation studies on provider network topologies show that using just a few programmable nodes we can achieve an 80% improvement in LEQ over the conventional architecture that uses shortest path routing.