@inproceedings {25844,
	title = {ctrlTCP: Reducing Latency through Coupled, Heterogeneous Multi-Flow TCP Congestion Control},
	journal = {21st IEEE Global Internet Symposium (GI 2018)},
	year = {2018},
	note = {In conjunction with IEEE INFOCOM, Honolulu, HI, USA},
	month = {04/2018},
	publisher = {IEEE},
	address = {Honolulu, HI, USA},
	doi = {10.1109/INFCOMW.2018.8406887},
	url = {https://www.duo.uio.no/handle/10852/71297},
	author = {Islam, Safiqul and Welzl, Michael and Hiorth, Kristian and David Andrew {Hayes} and Armitage, Grenville and Gjessing, Stein}
}
@inproceedings {25278,
	title = {Alternative Backoff: Achieving Low Latency and High Throughput with ECN and AQM},
	journal = {IFIP Networking},
	year = {2017},
	note = {Best Paper Award},
	publisher = {IFIP},
	abstract = {A number of recently proposed Active Queue Management (AQM) mechanisms instantiate shallow buffers with burst tolerance to minimise the time that packets spend enqueued at a bottleneck. However, shallow buffering causes noticeable TCP performance degradation as a path{\textquoteright}s underlying round trip time (RTT) heads above typical intra-country levels. Using less-aggressive multiplicative backoffs in TCP can compensate for shallow bottleneck buffering. AQM mechanisms may either drop packets or mark them using Explicit Congestion Notification (ECN), depending on whether the sender marked packets as ECN-capable. While a drop may therefore stem from any type of queue, an ECN-mark indicates that an AQM mechanism has done its job, and therefore the queue is likely to be shallow. We propose ABE: {\textquotedblleft}Alternative Backoff with ECN{\textquotedblright}, which consists of enabling ECN and letting individual TCP senders back off less aggressively in reaction to ECN-marks from AQM-enabled bottlenecks. Using controlled testbed experiments with standard NewReno and CUBIC flows, we show significant performance gains in lightly-multiplexed scenarios, without losing the delay-reduction benefits of deploying AQM. ABE is a sender-side-only modification that can be deployed across networks incrementally (requiring no flag-day) and offers a compelling reason to deploy and enable ECN across the Internet.},
	keywords = {AQM, congestion control, ECN, low latency, tcp},
	url = {http://dl.ifip.org/db/conf/networking/networking2017/1570335770.pdf},
	author = {Khademi, Naeem and Armitage, Grenville and Welzl, Michael and Zander, Sebastian and Fairhurst, Gorry and Ros, David}
}
@techreport {abe-caia-2015,
	title = {Alternative Backoff: Achieving Low Latency and High Throughput with ECN and AQM},
	year = {2015},
	month = {07/2015},
	publisher = {Centre for Advanced Internet Architectures (CAIA), Swinburne University of Technology},
	address = {Melbourne, Australia},
	abstract = {CoDel and PIE are recently proposed Active Queue Management (AQM) mechanisms that minimize the time packets spend enqueued at a bottleneck, instantiating shallow, 5 ms to 20 ms buffers with short-term packet burst tolerance. However, shallow buffering causes noticeable TCP performance degradation when a path{\textquoteright}s underlying round trip time (RTT) heads above 60ms to 80ms (not uncommon with cross-continental and inter-continental traffic). Using less-aggressive multiplicative backoffs is known to compensate for shallow bottleneck buffering. We propose ABE: {\textquotedblleft}Alternative Backoff with ECN{\textquotedblright}, which consists of enabling Explicit Congestion Notification (ECN) and letting individual TCP senders use a larger multiplica- tive decrease factor in reaction to ECN-marks from AQM- enabled bottlenecks. Using a mix of experiments, theory and simulations with standard NewReno and CUBIC flows, we show significant performance gains in lightly- multiplexed scenarios, without losing the delay-reduction benefits of deploying CoDel or PIE. ABE is a sender- side-only modification that can be deployed incrementally (requiring no flag-day) and offers a compelling reason to deploy and enable ECN across the Internet.},
	url = {http://caia.swin.edu.au/reports/150710A/CAIA-TR-150710A.pdf},
	author = {Khademi, Naeem and Welzl, Michael and Armitage, Grenville and Kulatunga, Chamil and Ros, David and Fairhurst, Gorry and Gjessing, Stein and Zander, Sebastian}
}
@book {Simula.simula.2614,
	title = {Special Issue on Network and Systems Support for Games},
	volume = {19},
	number = {3},
	year = {2013},
	month = {July},
	publisher = {Springer},
	abstract = {Computer games, now a significant economic sector and subject to both academic and industry research and development, continue to grow in popularity at a substantial rate. Multiplayer networked games, which enable hundreds of thousands of players to simultaneously interact with each other, are now widely used not only just for entertainment, but also for socializing, business, commerce, scientific experimentation, and many other practical purposes. In this special issue, we focus on online games and cover scientific, engineering, and research topics in terms of systems and networking support to enable such games.},
	doi = {10.1007/s00530-012-0279-8},
	author = {Shirmohammadi, Shervin and Griwodz, Carsten and Armitage, Grenville}
}
@inproceedings {Simula.simula.618,
	title = {Multimedia-Unfriendly TCP Congestion Control and Home Gateway Queue Management},
	journal = {MMSys {\textquoteright}11 Proceedings of the second annual ACM conference on Multimedia systems},
	year = {2011},
	month = {February},
	pages = {35-44},
	publisher = {ACM},
	type = {Conference},
	address = {New York},
	abstract = {Consumer broadband services are increasingly a mix of TCP-based and UDP-based applications, often with quite distinct requirements for interactivity and network performance. Consumers can experience degraded service when application traffic collides at a congestion point between home LANs, service provider edge networks and fractional-Mbit/sec {{\textquoteleft}}broadband{\textquoteright} links. We illustrate two key issues that arise from the impact of TCP-based data transfers on real-time traffic (such as VoIP or online games) sharing a broadband link. First, well-intentioned modifications to traditional TCP congestion control can noticeably increase the latencies experienced by VoIP or online games. Second, superficially-similar packet dropping rules in broadband gateways can induce distinctly different packet loss rates in VoIP and online game traffic. Our observations provide cautionary guidance to researchers who model such traffic mixes, and to vendors implementing equipment at either end of consumer links.},
	isbn = {978-1-4503-0518-1},
	author = {Stewart, Lawrence and David Andrew {Hayes} and Armitage, Grenville and Welzl, Michael and Petlund, Andreas},
	editor = {Ketan Mayer-Pate {Claypool} and Ali C. {Begen}}
}
@inproceedings {Simula.ND.35,
	title = {Latency Evaluation of Networking Mechanisms for Game Traffic},
	journal = {Network \& System Support for Games (NetGames 2007)},
	year = {2007},
	pages = {129-134},
	publisher = {ACM},
	type = {Annual},
	abstract = {Large improvements in computer technology allow thousands of users to concurrently interact in a virtual game. Due to this development, the body of work analyzing game traffic has grown considerably in the recent past. However, little work has been done to examine and compare networking techniques with respect to meeting the stringent latency requirements that are common for networked games. Most interactive games need response times between 100 and 1000 ms depending on the game genre. In this paper, we evaluate different techniques for delivering packets in a timely manner. In particular, we compare existing user-space middleware running on top of UDP and reliable, fair transport protocols like TCP and SCTP. In addition, we evaluate some "low latency" extensions to TCP, SCTP and one of the middleware platforms. We present results concerning packet latency and bandwidth requirements for the different approaches.},
	isbn = {ISBN 978-0-9804460-0-5},
	author = {Harcsik, Szabolcs and Petlund, Andreas and Griwodz, Carsten and Halvorsen, P{\r a}l},
	editor = {Armitage, Grenville}
}
