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Live streaming applications are increasing on the Internet. These applications are delay sensitive and need group communication. Presently, protocols designed for this kind of communication do not rely on the classical client/server model used in the Internet but organize the receivers into an overlay network, where they are supposed to collaborate with each other following the peer-to-peer model. Live p2p streaming protocols can be classified in three different categories: source-driven, receiver-driven and data-driven protocols. Each of them manages the overlay differently. This paper compares them by simulation to specify what is the most appropriate approach for these protocols.
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