Congestion avoidance and control
SIGCOMM '88 Symposium proceedings on Communications architectures and protocols
Efficient dispersal of information for security, load balancing, and fault tolerance
Journal of the ACM (JACM)
Random early detection gateways for congestion avoidance
IEEE/ACM Transactions on Networking (TON)
TCP Vegas: new techniques for congestion detection and avoidance
SIGCOMM '94 Proceedings of the conference on Communications architectures, protocols and applications
Making greed work in networks: a game-theoretic analysis of switch service disciplines
IEEE/ACM Transactions on Networking (TON)
Forward acknowledgement: refining TCP congestion control
Conference proceedings on Applications, technologies, architectures, and protocols for computer communications
Dynamics of random early detection
SIGCOMM '97 Proceedings of the ACM SIGCOMM '97 conference on Applications, technologies, architectures, and protocols for computer communication
A game theoretic framework for bandwidth allocation and pricing in broadband networks
IEEE/ACM Transactions on Networking (TON)
Algorithms, games, and the internet
STOC '01 Proceedings of the thirty-third annual ACM symposium on Theory of computing
Journal of the ACM (JACM)
A game-theoretic approach towards congestion control in communication networks
ACM SIGCOMM Computer Communication Review
Selfish behavior and stability of the internet:: a game-theoretic analysis of TCP
Proceedings of the 2002 conference on Applications, technologies, architectures, and protocols for computer communications
FOCS '02 Proceedings of the 43rd Symposium on Foundations of Computer Science
A mathematical model for the TCP tragedy of the commons
Theoretical Computer Science - Game theory meets theoretical computer science
IEEE/ACM Transactions on Networking (TON) - Special issue on networking and information theory
A digital fountain approach to asynchronous reliable multicast
IEEE Journal on Selected Areas in Communications
FLID-DL: congestion control for layered multicast
IEEE Journal on Selected Areas in Communications
Window-games between TCP flows
Theoretical Computer Science
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In this paper we analyze a novel paradigm of reliable communication which is not based on the traditional timeout-and-retransmit mechanism of TCP. Our approach, which we call Fountain Based Protocol (FBP), consists of using a digital fountain encoding which guarantees that duplicate packets are almost impossible. By using Game Theory, we analyze the behavior of TCP and FBP in the presence of congestion. We show that hosts using TCP have an incentive to switch to an FBP approach, obtaining a higher goodput. Furthermore, we also show that a Nash equilibrium occurs when all hosts use FBP (i.e., when FBP hosts act in an absolutely selfish manner injecting packets into the network as fast as they can and without any kind of congestion control approach). At this equilibrium, the performance of the network is similar to the performance obtained when all hosts comply with TCP. Regarding the interaction of hosts using FBP at different rates, our results show that the Nash equilibrium is reached when all hosts send at the highest possible rate, and, as before, that the performance of the network in such a case is similar to the obtained when all hosts comply with TCP.