On 10/22/22 12:47, Sebastian Moeller wrote:

[SM] None of the real life models are all that well fitting for the problem, information 
simply is different from tangible objects in that dropping and resending on failure are 
less problematic. But that means that all "intuitive" analogies are out and 
trying to explain internet congestion and remedies with telegrams or even letters does 
not really help all that much (and in both cases dropping was rare and considered a 
failure not part of normal operations as far as I can see).

Hmm yes. I am trying to think of real world analogies where if a delivery is not on time it gets dropped.

What about practicing tennis with a robotic ball launcher? If it launches at too fast a rate the player won't be able to hit them all.

Also what about the Guitar Hero style games, where if you don't play the proper note falling down the screen, the music gets compoundingly worse. Maybe a good example for the bufferbloat worst-case thundering herd failure. I vaguely remember other games where failing to do something on time made it harder to do the next thing on time and it got worse quickly.

Here's another classic I just thought of, "I Love Lucy" in the chocolate factory :)

https://www.youtube.com/watch?v=AnHiAWlrYQc

That might make a good example in a talk.

--
Matt Taggart
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