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Performance enhancing proxy for interactive 3G network gaming
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Source International Conference On Communications And Mobile Computing archive
Proceedings of the 2006 international conference on Wireless communications and mobile computing table of contents
Vancouver, British Columbia, Canada
SESSION: M2-C: multimedia over wireless symposium table of contents
Pages: 207 - 212  
Year of Publication: 2006
ISBN:1-59593-306-9
Authors
Gene Cheung  Hewlett-Packard Japan, Ltd., Tokyo, Japan
Takashi Sakamoto  Hewlett-Packard Japan, Ltd., Tokyo, Japan
Michael Sweeney  Hewlett-Packard Japan, Ltd., Tokyo, Japan
Sponsor
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Gene Cheung: colleagues
Takashi Sakamoto: colleagues
Michael Sweeney: colleagues