A digital fountain approach to reliable distribution of bulk data
Proceedings of the ACM SIGCOMM '98 conference on Applications, technologies, architectures, and protocols for computer communication
On estimating end-to-end network path properties
Proceedings of the conference on Applications, technologies, architectures, and protocols for computer communication
Passive estimation of TCP round-trip times
ACM SIGCOMM Computer Communication Review
Informed content delivery across adaptive overlay networks
Proceedings of the 2002 conference on Applications, technologies, architectures, and protocols for computer communications
Improving reliable multicast using active parity encoding services
Computer Networks: The International Journal of Computer and Telecommunications Networking
Estimating loss rates with TCP
ACM SIGMETRICS Performance Evaluation Review
Monarch: a tool to emulate transport protocol flowsover the internet at large
Proceedings of the 6th ACM SIGCOMM conference on Internet measurement
Maelstrom: transparent error correction for lambda networks
NSDI'08 Proceedings of the 5th USENIX Symposium on Networked Systems Design and Implementation
Removing exponential backoff from TCP
ACM SIGCOMM Computer Communication Review
FEC-based Loss Recovery for Interactive Video Transmission
ICMCS '99 Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2
Safe and effective fine-grained TCP retransmissions for datacenter communication
Proceedings of the ACM SIGCOMM 2009 conference on Data communication
Live streaming performance of the Zattoo network
Proceedings of the 9th ACM SIGCOMM conference on Internet measurement conference
An argument for increasing TCP's initial congestion window
ACM SIGCOMM Computer Communication Review
Ricochet: lateral error correction for time-critical multicast
NSDI'07 Proceedings of the 4th USENIX conference on Networked systems design & implementation
Rate-distortion optimized streaming of packetized media
IEEE Transactions on Multimedia
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The convergence of games and online social platforms is an exploding phenomena. The continued success of social games hinges critically on the ability to deliver smooth and highly-interactive experiences to end-users. However, it is extremely challenging to satisfy the stringent performance requirements of online social games. Motivated by an Xbox Live online social gaming application, we address the problem of concurrent messaging, where the maximum latency of game messages has to be tightly bounded. Learning from a large-scale measurement experiment, we conclude that the generic transport protocol TCP, currently being used in the game, cannot ensure concurrent messaging. We develop a new UDP-based transport protocol, named Pangolin. The core of Pangolin is an adaptive decision making engine derived from the Markov Decision Process theory. The engine optimally controls the transmission of redundant Forward Error Correction packets to combat data loss. Trace-driven emulation demonstrates that Pangolin reduces the 99.9-percentile latency from more than 4 seconds to about 1 second with negligible overhead. Pangolin pre-computes all optimal actions and requires only simple table look-up during online operation. Pangolin has been incorporated into the latest Xbox SDK - released in November, 2010 - and is now powering concurrent messaging for hundreds of thousands of Xbox clients.