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Multiplayer games are representative of a large class of distributed applications that suffer from redundant communication, bottlenecks, single points of failure and poor reactivity to changing network conditions. Many of these problems can be alleviated through simple network adaptations at the infrastructure level. In this paper, we describe a model in which game packets are directed along the edges of a rooted tree connecting the players, aggregated during the upstream flight and multicastdoi:10.1007/s10586-006-7564-2 fatcat:6prszifecnawtgvfozty6xglke