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Multiplayer gaming over the Internet continues to grow in popularity, despite a lack of Quality of Service (QoS) mechanisms. Future QoS-aware networks such as those based on the Differentiated Services (DiffServ) framework will provide an opportunity for gamers to enhance their game-playing experience. An important QoS metric for networked games is a user's delay relative to the delay of other users. In this paper, we propose a Relative Delay Minimization (RDM) algorithm for use in DiffServdoi:10.1145/1230040.1230046 dblp:conf/netgames/CarrigDM06 fatcat:g2s6bsiuw5d4hhpxwjkpslqn2q