Data networks
Congestion avoidance and control
SIGCOMM '88 Symposium proceedings on Communications architectures and protocols
Analysis of the increase and decrease algorithms for congestion avoidance in computer networks
Computer Networks and ISDN Systems
Random early detection gateways for congestion avoidance
IEEE/ACM Transactions on Networking (TON)
Making greed work in networks: a game-theoretic analysis of switch service disciplines
IEEE/ACM Transactions on Networking (TON)
Simulation-based comparisons of Tahoe, Reno and SACK TCP
ACM SIGCOMM Computer Communication Review
Proceedings of the ACM SIGCOMM '98 conference on Applications, technologies, architectures, and protocols for computer communication
Providing guaranteed services without per flow management
Proceedings of the conference on Applications, technologies, architectures, and protocols for computer communication
Modeling TCP Reno performance: a simple model and its empirical validation
IEEE/ACM Transactions on Networking (TON)
Algorithms, games, and the internet
STOC '01 Proceedings of the thirty-third annual ACM symposium on Theory of computing
Selfish behavior and stability of the internet:: a game-theoretic analysis of TCP
Proceedings of the 2002 conference on Applications, technologies, architectures, and protocols for computer communications
Optimization problems in congestion control
FOCS '00 Proceedings of the 41st Annual Symposium on Foundations of Computer Science
Mathematical Programming: Series A and B
Theoretical Computer Science - Automata, languages and programming: Algorithms and complexity (ICALP-A 2004)
Resource selection games with unknown number of players
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
Stochastic Stability in Internet Router Congestion Games
SAGT '09 Proceedings of the 2nd International Symposium on Algorithmic Game Theory
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We consider network congestion problems between TCP flows and define a new game, the Window-game, which models the problem of network congestion caused by the competing flows. Analytical and experimental results show the relevance of the Window-game to the real TCP game and provide interesting insight on Nash equilibria of the respective network games. Furthermore, we propose a new algorithmic queue mechanism, called Prince, which at congestion makes a scapegoat of the most greedy flow. Preliminary evidence shows that Prince achieves efficient Nash equilibria while requiring only limited computational resources.