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
The Power of Two Choices in Randomized Load Balancing
IEEE Transactions on Parallel and Distributed Systems
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
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
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Routers with a single stage of buffering
Proceedings of the 2002 conference on Applications, technologies, architectures, and protocols for computer communications
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Proceedings of the 2003 conference on Applications, technologies, architectures, and protocols for computer communications
Access network delay in networked games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
What online gamers really think of the Internet?
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Measuring ISP topologies with rocketfuel
IEEE/ACM Transactions on Networking (TON)
The effects of latency on online madden NFL football
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Implementation of a service platform for online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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
Interactive Network Performance: a dream worth dreaming?
Organised Sound
In VINI veritas: realistic and controlled network experimentation
Proceedings of the 2006 conference on Applications, technologies, architectures, and protocols for computer communications
Managing latency and fairness in networked games
Communications of the ACM - Entertainment networking
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Characterizing residential broadband networks
Proceedings of the 7th ACM SIGCOMM conference on Internet measurement
Router buffer sizing revisited: the role of the output/input capacity ratio
CoNEXT '07 Proceedings of the 2007 ACM CoNEXT conference
Latency equalization: a programmable routing service primitive
Proceedings of the ACM workshop on Programmable routers for extensible services of tomorrow
Matchmaking for online games and other latency-sensitive P2P systems
Proceedings of the ACM SIGCOMM 2009 conference on Data communication
Proceedings of the ACM SIGCOMM 2010 conference
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
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Multiparty interactive network applications such as teleconferencing, network gaming, and online trading are gaining popularity. In addition to end-to-end latency bounds, these applications require that the delay difference among multiple clients of the service is minimized for a good interactive experience. We propose a Latency EQualization (LEQ) service, which equalizes the perceived latency for all clients participating in an interactive network application. To effectively implement the proposed LEQ service, network support is essential. The LEQ architecture uses a few routers in the network as hubs to redirect packets of interactive applications along paths with similar end-to-end delay. We first formulate the hub selection problem, prove its NP-hardness, and provide a greedy algorithm to solve it. Through extensive simulations, we show that our LEQ architecture significantly reduces delay difference under different optimization criteria that allow or do not allow compromising the per-user end-to-end delay. Our LEQ service is incrementally deployable in today's networks, requiring just software modifications to edge routers.