This paper discusses a scheduling algorithm for the construction of bluetooth scatternets from existing piconets. A piconet is a collection of slaves controlled by a single master. The scatternet is the collation of multiple piconets.
Their proposed algorithm serves for the scheduling of both piconets and scatternets. It operates on the efficient simultaneous perturbation stochastic approximation gradient estimates (SPSA). In both cases they calculate the optimal threshold queue length values for allocating time slots to polled slaves. They then apply a heuristic for polling slaves that apparently provides significant performance gains.
I do not think this project has substantial level of relevance to our project. We are not experimenting with scatternets. Also the bluetooth networks that we will be working with in the context of gaming will be relatively small making a scatternet somewhat unnecessary.
http://dl.acm.org.lib-ezproxy.tamu.edu:2048/citation.cfm?id=1872874