Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Mike Afergan

dblp:65/6216 · DBLP profile ↗
← Back
2ranked-venue papers
2as first author
0since 2021 · last 2006
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Computer networks · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer networks
1 paper
Content delivery and video streaming · 100%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 50% Distributed computing theory · 50%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Content delivery and video streaming
overlay multicast
0.112006
Repeated-Game Modeling of Multicast Overlays · INFOCOM 2006
Content delivery and video streaming › overlay multicast
overlay tree construction
0.112006
Repeated-Game Modeling of Multicast Overlays · INFOCOM 2006
Distributed computing theory › distributed systems
overlay networks
0.112006
Repeated-Game Modeling of Multicast Overlays · INFOCOM 2006
Algorithmic game theory and mechanism design
repeated games
0.112006
Repeated-Game Modeling of Multicast Overlays · INFOCOM 2006

Methods — techniques the papers use, named apart from their topics

simulation · 0.1game theory · 0.1
YearPublicationVenuePosition
2006 Repeated-Game Modeling of Multicast Overlays
abstract
Abstract — This paper studies multicast application overlay networks in a repeated-game framework. In these overlays, users have both the motivation and the means to alter their position in the overlay tree. We introduce a repeated-game model of user behavior that captures the practical tradeoff between a user’s short-term desire for quality and long-term desire for the network’s continued existence. We simulate overlay treeformation protocols with this model to study their robustness to selfish users. We show that this model can explain user cooperation and provide insight into how overlay systems scale in the absence of heavyweight mechanisms or identity systems. We also use the model to derive practical guidance on how to make multicast overlay protocols more robust to selfish users. I.
Mike Afergan, Rahul Sami
INFOCOM1
2006 Experience with some Principles for Building an Internet-Scale Reliable System
abstract
We discuss the design methodology used to achieve commercial-quality reliability in the Akamai content delivery network. The network consists of 15,000+ servers in 1,100+ networks and spans 65+ countries. Despite the scale of the Akamai CDN and the unpredictable nature of the underlying Internet, we seek to build a system of extremely high reliability. We present some simple principles we use to assure high reliability, and illustrate their application. As there is some similarity-in-spirit between our implementation and recent trends in the research literature, we hope that sharing our experiences will be of value to a broad community.
Mike Afergan
NCA1