only on the efficient transport of game data an early work on gaming protocol is 10 which defined a game transport protocol gtp for massive multi player on line games mmpogs over the internet our proposed gaming proxy wing 12 differs in the following respects i we design wing 12 specifically for lossy bandwidth limited networks hence focusing on design of network optimized differential coding to produce small but loss resilient packets and ii we tailor wing 12 for hsdpa of 3g wireless networks 2 optimizing performance by intelligently configuring parameters of the rlc layer the most similar related work is 12 which proposed an end to end adaptive fec and dynamic packetization algorithm to combat packet losses due to wireless link failures and reduce packet sizes unlike 12 our approach is proxy based and we tailor our gaming optimization exclusively for 3g networks hsdpa of umts release 5 also known as 3 5g improves upon release 4 with numerous lower layer optimizations first a shared channel is periodically scheduled to users in the cell with good observable network conditions to take advantage of user diversity during fading without sacrificing fairness second an elaborate mac layer scheme chooses an appropriate combination of fec hybrid arq modulation and spreading based on client observable network state in this section we instead focus on the rlc layer where the user has limited control over channel behavior using configuration of parameters during session setup the radio link control rlc layer 1 buffers upper layer service data units sdu on a per session basis u2014 ip packets in this case and segments each sdu into smaller protocol data units pdu.