A comparison of mechanisms for improving TCP performance over wireless links
IEEE/ACM Transactions on Networking (TON)
Equation-based congestion control for unicast applications
Proceedings of the conference on Applications, Technologies, Architectures, and Protocols for Computer Communication
Proxy-based TCP-friendly streaming over mobile networks
WOWMOM '02 Proceedings of the 5th ACM international workshop on Wireless mobile multimedia
A mobile gaming platform for the IMS
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Striping Delay-sensitive Packets over Multiple Burst-loss Channels with Random Delays
ISM '05 Proceedings of the Seventh IEEE International Symposium on Multimedia
Performance evaluation of a TCP proxy in WCDMA networks
IEEE Wireless Communications
Double feedback streaming agent for real-time delivery of media over 3G wireless networks
IEEE Transactions on Multimedia
Improving end-to-end quality-of-service in online multi-player wireless gaming networks
Computer Communications
Web Acceleration in Asymmetrical Mobile Network
Wireless Personal Communications: An International Journal
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Unlike non-time-critical applications like email and file transfer, network games demand timely data delivery to maintain the seemingly interactive presence of players in the virtual game world. Yet the inherently large transmission delay mean and variance of 3G cellular links make on-time game data delivery difficult. Further complicating the timely game data delivery problem is the frequent packet drops at these links due to inter-symbol interference, fading and shadowing at the physical layer. In this paper, we propose a proxy architecture that enhances the timeliness and reliability of data delivery of interactive games over 3G wireless networks. In particular, a performance enhancing proxy is designed to optimize a new time-critical data type—variable-deadline data, where the utility of a datum is inversely proportional to the time required to deliver it. We show how a carefully designed and configured proxy can noticeably improve the delivery of network game data.