Data networks
Approximation algorithms for facility location problems (extended abstract)
STOC '97 Proceedings of the twenty-ninth annual ACM symposium on Theory of computing
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Observations on game server discovery mechanisms
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games
ICNP '02 Proceedings of the 10th IEEE International Conference on Network Protocols
Distributed, Self-Stabilizing Placement of Replicated Resources in Emerging Networks
ICNP '03 Proceedings of the 11th IEEE International Conference on Network Protocols
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Self-organized service placement in ambient intelligence environments
ACM Transactions on Autonomous and Adaptive Systems (TAAS)
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Quality of service for high-bandwidth or delay-sensitive applications in the Internet, such as streaming media and online games, can be significantly improved by replicating server content. We present a decentralized algorithm that allocates server resources to replicated servers in large-scale client-server networks to reduce network distance between each client and the nearby replicated server hosting the resources of interest to that client. Preliminary simulation results show that our algorithm converges quickly to an allocation that reduces the expected client-server distance by almost half compared to the distance when the assignment of replicated servers is done at random.