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Recent advances in multimedia software and hardware technologies and the availability of high-speed Internet service have been instrumental for growth in the online gaming industry. Multiple servers distributed across the network are commonly used to provide the desired quality-of-service (QoS) for the network game in order to achieve a higher quality-of-experience (QoE) to the players (clients)....
When a content provider (CP) provides peer-to-peer live streaming service, routing decisions based on the knowledge of underlay traffic could lead to much better performance (such as user delay). On the other hand, if the Internet Service Providers (ISPs) provide underlay traffic information to the CP, their overall network cost due to routing inefficiencies could be reduced. There is hence incentive...
Improving latency is the key to a successful online game-playing experience. With the use of multiple servers along with a well-provisioned network it is possible to reduce the latency. Given a network of servers, game clients, and a desired delay bound, we have designed algorithms to determine the subnetwork of servers whose cardinality is minimal. We have considered the cases wherein the subnetwork...
Live streaming systems based on application layer multicast (ALM) technology provide an effective and scalable way for content dissemination. Especially push-based systems, maintaining an explicit distribution topology, represent a promising approach. Compared to a classical client-server content distribution and in contrast to other ALM systems, they introduce only low additional transport delay...
The data assignment in P2PVoD is in essence a parallel processor issue. Belonging to a NP-hard issue, it is unable to find a polynomial time optimal algorithm. In order to find a global optimized algorithm, a new data assignment mechanism based on Genetic Algorithm is presented in this paper. New methods are designed in this mechanism, such as encoding, fitness-evaluating methods, the punishment function...
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