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dc.contributor.authorBentaleb, A.
dc.contributor.authorBeğen, Ali Cengiz
dc.contributor.authorHarous, S.
dc.contributor.authorZimmermann, R.
dc.date.accessioned2020-09-18T05:53:38Z
dc.date.available2020-09-18T05:53:38Z
dc.date.issued2019-08
dc.identifier.issn1551-6857en_US
dc.identifier.urihttp://hdl.handle.net/10679/6962
dc.identifier.urihttps://dl.acm.org/doi/10.1145/3336496
dc.description.abstractThe dramatic growth of HTTP adaptive streaming (HAS) traffic represents a practical challenge for service providers in satisfying the demand from their customers. Achieving this in a network where multiple players share the network capacity has so far proved hard because of the bandwidth competition among the HAS players. This competition is exacerbated by the bandwidth overestimation that is introduced due to the isolated and selfish behavior of the HAS players. Each player strives individually to select the maximum bitrate without considering the co-existing players or network resource dynamics. As a result, the HAS players suffer from video quality instability, quality unfairness, and network underutilization or oversubscription, and the players observe a poor quality of experience (QoE). To address this issue, we propose a fully distributed game theory and consensus-based collaborative adaptive bitrate solution for shared network environments, termed Game Theory and consensus-based Approach for Cooperative HAS delivery systems (GTAC). Our solution consists of two-stage games that run in parallel during a streaming session. We extensively evaluate GTAC on a broad set of trace-driven and real-world experiments. Results show that GTAC enhances the viewer QoE by up to 22%, presentation quality stability by up to 24%, fairness by at least 31%, and network utilization by 28% compared to the well-known schemes.en_US
dc.description.sponsorshipSingapore Ministry of Education Academic Research Fund Tier 1 under MOE's grant ; UAE University
dc.language.isoengen_US
dc.publisherAssociation for Computing Machinery, Incen_US
dc.relation.ispartofACM Transactions on Multimedia Computing, Communications and Applications
dc.rightsrestrictedAccess
dc.titleGame of streaming players: Is consensus viable or an illusion?en_US
dc.typeArticleen_US
dc.peerreviewedyesen_US
dc.publicationstatusPublisheden_US
dc.contributor.departmentÖzyeğin University
dc.contributor.authorID(ORCID 0000-0002-0835-3017 & YÖK ID 217660) Beğen, Ali
dc.contributor.ozuauthorBeğen, Ali Cengiz
dc.identifier.volume15en_US
dc.identifier.issue2en_US
dc.identifier.wosWOS:000482001900018
dc.identifier.doi10.1145/3336496en_US
dc.subject.keywordsHASen_US
dc.subject.keywordsQoEen_US
dc.subject.keywordsABRen_US
dc.subject.keywordsScalabilityen_US
dc.subject.keywordsInstabilityen_US
dc.subject.keywordsUnfairnessen_US
dc.subject.keywordsUnderutilizationen_US
dc.subject.keywordsGame theoryen_US
dc.subject.keywordsConsensus theoryen_US
dc.identifier.scopusSCOPUS:2-s2.0-85071115560
dc.contributor.authorMale1
dc.relation.publicationcategoryArticle - International Refereed Journal - Institution Academic Staff


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