Theory of linear and integer programming
Theory of linear and integer programming
Computers and Intractability; A Guide to the Theory of NP-Completeness
Computers and Intractability; A Guide to the Theory of NP-Completeness
Kademlia: A Peer-to-Peer Information System Based on the XOR Metric
IPTPS '01 Revised Papers from the First International Workshop on Peer-to-Peer Systems
A game theoretic approach to provide incentive and service differentiation in P2P networks
Proceedings of the joint international conference on Measurement and modeling of computer systems
The complexity of pure Nash equilibria
STOC '04 Proceedings of the thirty-sixth annual ACM symposium on Theory of computing
Bounds for the convergence rate of randomized local search in a multiplayer load-balancing game
Proceedings of the twenty-third annual ACM symposium on Principles of distributed computing
Fast convergence of selfish rerouting
SODA '05 Proceedings of the sixteenth annual ACM-SIAM symposium on Discrete algorithms
Distributed selfish load balancing
SODA '06 Proceedings of the seventeenth annual ACM-SIAM symposium on Discrete algorithm
Convergence to approximate Nash equilibria in congestion games
SODA '07 Proceedings of the eighteenth annual ACM-SIAM symposium on Discrete algorithms
Algorithmic Game Theory
Fast load balancing via bounded best response
Proceedings of the nineteenth annual ACM-SIAM symposium on Discrete algorithms
Performance bounds for peer-assisted live streaming
SIGMETRICS '08 Proceedings of the 2008 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
Fast distributed scheduling via primal-dual
Proceedings of the twentieth annual symposium on Parallelism in algorithms and architectures
Challenges, design and analysis of a large-scale p2p-vod system
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
On ISP-friendly rate allocation for peer-assisted VoD
MM '08 Proceedings of the 16th ACM international conference on Multimedia
The Design of Competitive Online Algorithms via a Primal: Dual Approach
Foundations and Trends® in Theoretical Computer Science
Distributed algorithms for QoS load balancing
Proceedings of the twenty-first annual symposium on Parallelism in algorithms and architectures
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
The Multidimensional Knapsack Problem: Structure and Algorithms
INFORMS Journal on Computing
Online set packing and competitive scheduling of multi-part tasks
Proceedings of the 29th ACM SIGACT-SIGOPS symposium on Principles of distributed computing
Bandwidth-aware peer-to-peer 3D streaming
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Challenges in supporting non-linear and non-continuous media access in P2P systems
Proceedings of the 20th ACM international conference on Multimedia
Joserlin: joint request and service scheduling for peer-to-peer non-linear media access
Proceedings of the 21st ACM international conference on Multimedia
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User-extensible metaverses need an effective way to disseminate massive and dynamic 3D contents (i.e., meshes, textures, animations, etc.) to end users, and at the same time maintain a low consumption of server bandwidth. Peer-to-peer (or peer-assisted) technologies have been widely considered as a desirable complementary solution to efficaciously offload servers in large-scale media streaming applications. However, due to both the bandwidth constraints of heterogeneous users and unpredictable access patterns of latency-sensitive 3D contents, it is very challenging to cut the server bandwidth cost in metaverses. In this paper, we propose a peer-assisted texture streaming architecture to minimize the server bandwidth consumption without degrading the end-user satisfaction. We propose a game-theoretic peer selection strategy which achieves a good trade-off between performance and complexity. Our algorithm is light-weight, and can efficiently utilize the bandwidth of users in a fully decentralized manner by enabling each peer (i.e., user) to quickly select its content providers who can satisfy the requests of the peer within the latency constraint of the content. We evaluate our algorithm through an extensive comparison study based on simulations using realistic data (i.e., avatar mobility traces and textures) collected from Second Life. The simulation results show that the proposed algorithm can effectively reduce the server bandwidth consumption without degrading the user experience.