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The emerging Multi-Protocol Label Switching (MPLS) networks enable network service providers to route band-width guaranteed paths between customer sites [3, 2, 8, 5]. This basic Label Switched Path (LSP) routing is often enhanced using restoration routing which sets up alternate LSPs to guarantee uninterrupted connectivity in case network links or nodes(More)
—Content distribution networks (CDNs) using storage clouds have recently started to emerge. Compared to traditional CDNs, storage cloud-based CDNs have the advantage of cost effectively offering hosting services to Web content providers without owning infrastructure. However, existing work on replica placement in CDNs does not readily apply in the cloud. In(More)
Real-time, online multi-player games are becoming increasingly popular due to advances in game design and the proliferation of broadband Internet access. However, fairness remains a major challenge when players over large geographic areas participate in a client-server based game together. This paper proposes a game-independent, network-based service,(More)
—This paper presents a closed-loop (demand-driven) approach towards VoD services, called multicast with caching (Mcache). Servers use multicast to reduce bandwidth usage by serving multiple requests using a single data stream. However, this requires clients to delay receiving the movie until the multicast starts. Using regional cache servers, Mcache removes(More)
— Multicast is an efficient means of transmitting the same content to multiple receivers while minimizing network resource usage. Applications that can benefit from multicast such as multimedia streaming and download, are now being deployed over 3G wireless data networks. Existing multicast schemes transmit data at a fixed rate that can accommodate the(More)
This paper presents a framework for message delivery in real-time multi-player distributed interactive games that use the client-server model. Based on this framework, we propose message delivery algorithms that remove the unfair advantage that players with smaller message delays from the game server receive over players with large message delays from the(More)
Multipoint communication protocols that offer group membership and virtually synchronous message delivery are commonly believed to be heavyweight and non-scalable. To meet the needs of large-scale computer-supported collaborative work, distributed parallel computing, and future worldwide applications, we designed the Structured Virtual Synchrony (SVS)(More)
Network-level redundancy elimination (RE) algorithms reduce traffic volume on bandwidth-constrained network paths by avoiding the transmission of repeated byte sequences. Previous work shows that RE can suppress the transmission of 20-50% bytes when deployed at ISP access links or between routers. In this paper, we focus on the challenges of deploying RE in(More)