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Measurement and Estimation of Network QoS Among Peer Xbox 360 Game Players

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Part of the Lecture Notes in Computer Science book series (LNCCN,volume 4979)

Abstract

The research community has proposed several techniques for estimating the quality of network paths in terms of delay and capacity. However, few techniques have been studied in the context of large deployed applications. Network gaming is an application that is extremely sensitive to network path quality [1,2,3]. Yet, the quality of network paths among players of large, wide-area games and techniques for estimating it have not received much attention from the research community.

Keywords

  • Round Trip Time
  • Game Session
  • Game Server
  • First Person Shooter
  • Packet Pair

These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Lee, Y., Agarwal, S., Butcher, C., Padhye, J. (2008). Measurement and Estimation of Network QoS Among Peer Xbox 360 Game Players. In: Claypool, M., Uhlig, S. (eds) Passive and Active Network Measurement. PAM 2008. Lecture Notes in Computer Science, vol 4979. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-79232-1_5

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  • DOI: https://doi.org/10.1007/978-3-540-79232-1_5

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-79231-4

  • Online ISBN: 978-3-540-79232-1

  • eBook Packages: Computer ScienceComputer Science (R0)