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Dealing bandwidth to mobile clients using games
pp. 219-235
Abstract
This chapter exploits a gaming approach to bandwidth sharing in a network of non-cooperative clients whose aim is to satisfy their selfish objectives and be served in the shortest time and who share limited knowledge of one another. The chapter models this problem as a game in which players consume the bandwidth of a video streaming server. The rest of this chapter is organized in four sections: the proceeding section presents resource allocation taxonomies, following that is a section on game theory, where our approach is sourced from, and its application to resource allocation. The penultimate section presents our gaming approach to resource allocation. The final section concludes.
Publication details
Published in:
Furht Borko (2009) Handbook of multimedia for digital entertainment and arts. Dordrecht, Springer.
Pages: 219-235
DOI: 10.1007/978-0-387-89024-1_10
Full citation:
Sofokleous Anastasis A., Angelides Marios C. (2009) „Dealing bandwidth to mobile clients using games“, In: B. Furht (ed.), Handbook of multimedia for digital entertainment and arts, Dordrecht, Springer, 219–235.