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Consumers frequently get Internet access through a single home gateway. Gateways using conventional FIFO queue management can introduce hundreds or even thousands of milliseconds of additional delay when congested by bulk TCP data transfers. This delay impacts negatively on any latency-sensitive interactive traffic (such as Voice over IP, or First Person Shooter games). Such applications prefer network...
the widespread availability of high-speed broadband Internet access brings online-enabled revenue model to gaming industry. However, Today’s Internet does not guarantee a quality level beyond best effort for the majority of applications used by home users. As a consequence, data flows transferred over the Internet can experience bandwidth constraints. At homes, this bandwidth constraint becomes more...
This paper presents Eureka: a generic methodology of measuring the instantaneous (per second) bandwidth usage of networked games and applications in run time. Eureka starts with constructing a priority queue and sending low priority traffic through it. Then, the application under study is started with its packets marked as high priority. These packets therefore displace the previously existing low...
This paper considers a public transportation system, which offers Internet access services to the commuting passengers. Suppose the Internet connection is available at few roadside base stations (RSBs) in a city. Our objective is to solve the bandwidth allocation problem when there are several vehicles connected to an RSB at the same time and the bandwidth of the link to the RSB has to be shared among...
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