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—Bufferbloat is a phenomenon where excess buffers in the network cause high latency and jitter. As more and more interactive applications (e.g. voice over IP, real time video conferencing and financial transactions) run in the Internet, high latency and jitter degrade application performance. There is a pressing need to design intelligent queue management(More)
In this paper we outline a scheme to perform packet-level scheduling and resource allocation at the wireless node that takes into account the notions of both efficiency and fairness and presents a means to explore the trade-off between these two notions. As a part of this scheme we see the scheduling problem as deciding not just the packet transmission(More)
—As video traffic increases in the Internet and competes for limited bandwidth resources, it is important to design bandwidth sharing and loss protection schemes that account for video characteristics, beyond the traditional paradigm of fair-rate allocation among data flows. Ideally, such a scheme should handle both persistent and transient congestion as(More)
— We consider a scheduling and resource allocation problem for the downlink of an OFDMA-based wireless network, where the channel estimation error is modeled by a self-noise term in the decoding process. During each time-slot this involves selecting a subset of users for transmission, determining the assignment of available subcarriers to selected users,(More)
—This paper presents a novel scheme, Layered Internet Video Engineering (LIVE), in which network nodes feed back virtual congestion levels to video senders to assist both media-aware bandwidth sharing and transient loss protection. The video senders respond to such feedback by adapting the rates of encoded H.264/SVC streams based on their respective video(More)
The efficient management of the radio resource of a 3-G system is important from an operator's perspective. This, however, cannot be the only concern when quality of service (QoS) negotiations have been made for various users and the operator has to uphold these. This leads to a fairness objective that the operator has to keep in mind. In this paper we(More)
We consider both finite-horizon and infinite-horizon versions of a dynamic game with N selfish players who observe their types privately and take actions that are publicly observed. Players' types evolve as conditionally independent Markov processes, conditioned on their current actions. Their actions and types jointly determine their instantaneous rewards.(More)
We consider the problem of streaming live content to a cluster of co-located wireless devices that have both an expensive unicast base-station-to-device B2D interface, as well as an inexpensive broadcast device-to-device D2D interface, which can be used simultaneously. Our setting is a streaming system that uses a block-by-block random linear coding(More)