The synchronization of periodic routing messages
SIGCOMM '93 Conference proceedings on Communications architectures, protocols and applications
Paris metro pricing for the internet
Proceedings of the 1st ACM conference on Electronic commerce
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
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
A BGP-based mechanism for lowest-cost routing
Distributed Computing - Special issue: PODC 02
ABE: providing a low-delay service within best effort
IEEE Network: The Magazine of Global Internetworking
An econometric model for resource management in competitive wireless data networks
IEEE Network: The Magazine of Global Internetworking
Hi-index | 0.00 |
In networks based on the Differentiated Services (DiffServ) architecture, users may be presented the opportunity to choose their Assured Forwarding (AF) class. Users will attempt to maximize their Consumer Surplus (CS) in such an environment. They can increase their CS by choosing the lowest cost AF class that satisfies their Quality of Service (QoS) requirements. Previously the authors have proposed an algorithm known as Consumer Surplus Maximization (CSM) [2]. Although this algorithm improves CS for users, widespread adoption of the algorithm can provoke network instability. If many users switch classes at once, degradation on one AF class can easily propagate. The likelihood of such an occurrence can be reduced by replacing fixed per-byte or per-packet charges associated with individual AF classes with a lightweight Congestion-only Charging (CoC) pricing mechanism. An additional charge is only applied to packets that receive discernible benefit from belonging to a particular class. We present simulation results from a networking scenario where users connect across a single DiffServ domain to engage in a multiplayer First Person Shooter (FPS) game.