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NETGAMES
2006
ACM

A relative delay minimization scheme for multiplayer gaming in differentiated services networks

14 years 5 months ago
A relative delay minimization scheme for multiplayer gaming in differentiated services networks
Multiplayer gaming over the Internet continues to grow in popularity, despite a lack of Quality of Service (QoS) mechanisms. Future QoS-aware networks such as those based on the Differentiated Services (DiffServ) framework will provide an opportunity for gamers to enhance their game-playing experience. An important QoS metric for networked games is a user’s delay relative to the delay of other users. In this paper, we propose a Relative Delay Minimization (RDM) algorithm for use in DiffServ environments. Simulation results are described and presented showing that the algorithm can reduce the Relative Delay Variation (RDV) between users in a DiffServ environment. Categories and Subject Descriptors C.2.4 [Computer Communication Networks]: Distributed Systems – Client/server General Terms Algorithms, Performance. Keywords Network Games, Relative Delay, DiffServ, QoS
Brian Carrig, David Denieffe, John Murphy
Added 14 Jun 2010
Updated 14 Jun 2010
Type Conference
Year 2006
Where NETGAMES
Authors Brian Carrig, David Denieffe, John Murphy
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