Cloudifying Games: Rain for the Thirsty

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Transcript Cloudifying Games: Rain for the Thirsty

Cloudifying Games:
Rain for the Thirsty
Alexandru Iosup
Parallel and Distributed Systems Group
Delft University of Technology
Our team: Undergrad Adrian Lascateu, Alexandru Dimitriu (UPB, Romania), …, Grad
Vlad Nae (U. Innsbruck, Austria), Siqi Shen (TU Delft, the Netherlands), …
Staff Dick Epema, Henk Sips (TU Delft), Thomas Fahringer, Radu Prodan (U.
Innsbruck), Nicolae Tapus, Mihaela Balint, Vlad Posea (UPB), etc.
Google Workshop at TU Delft, 2010 – Online Games and Clouds
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What’s in a name? MSG, MMOG, MMO, …
250,000,000 active players
Massively Social Gaming =
(online) games with massive
numbers of players (100K+),
for which social interaction
helps the gaming experience
Romeo and Juliet
1. Virtual world
Explore, do, learn,
socialize, compete
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2. Content
Graphics, maps,
puzzles, quests, culture
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3. Game data
Player stats and
relationships
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Background on Cloud Computing
VS
http://www.flickr.com/photos/dimitrisotiropoulos/4204766418/
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Tropical Cyclone Nargis (NASA, ISSS, 04/29/08)
“The path to abundance”
• “The killer cyclone”
On-demand capacity
• Not so great performance
for compute- or dataPay what you use
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intensive
applications
Great for web apps (EIP, web
• Long-term perf. variability2
crawl, DB ops, I/O)
1- Iosup et al., Performance Analysis of Cloud Computing Services for
Many Tasks Scientific Computing, IEEE TPDS, 2011.
Google Workshop
Cloud Futures
at TU Delft,
Workshop
2010 – Online
2010 Games
– Cloud
and
Computing
Clouds
Support
2- Iosup et al., On the Performance
of Production3 Cloud
for MassivelyVariability
Social Gaming
Services, CCGrid 2011.
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Cloudifying: PaaS for MSGs
(Platform Challenge)
Build MSG platform that uses (mostly) cloud resources
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Close to players
No upfront costs, no maintenance
Compute platforms: multi-cores, GPUs, clusters, all-in-one!
Performance guarantees
Code for various compute platforms—platform profiling
Misprediction=$$$
What services?
Vendor lock-in?
My data
Google Workshop
at TU Delft,
2010 – OnlineProvisioning
Games and Clouds in
Nae, Iosup, Prodan,
Dynamic
Resource
Massively Multiplayer Online Games, IEEE TPDS, 2011.
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Cloudifying:
Content, Content, Content
(Content Challenge)
Produce and distribute content for 1BN people
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Game Analytics  Game statistic
Crowdsourcing
Storification
Auto-generated game content
Adaptive game content
Content distribution/
Streaming content
Google Workshop
at TU Delft, 2010
– Online Games
and Clouds
A. Iosup, POGGI:
Puzzle-Based
Online
Games
on Grid
Infrastructures, EuroPar 2009 (Best Paper Award)
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Cloudifying: Social Everything!
• Social Network=undirected graph, relationship=edge
• Community=sub-graph, density of edges between its nodes higher
than density of edges outside sub-graph
(Analytics Challenge)
Build cloud-based layer to
Improve gaming experience
• Ranking / Rating
• Matchmaking / Recommendations
• Play Style/Tutoring
Organize Gaming Communities
• Player Behavior
A. Iosup, CAMEO: Continuous Analytics for Massively
Google Workshop at TU Delft, 2010 – Online Games and Clouds
Multiplayer Online Games on Cloud Resources.
ROIA, Euro-Par 2009 Workshops.
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Massive Social Gaming
Summary
• Million-user, multi-bn market
• Sim, Content, Analytics
Current Technology
Our Vision
• Upfront payment
• Cost and scalability problems
• Makes players unhappy
• Scalability & Automation
• Economy of scale with clouds
Publications Gaming and Clouds
2008: ACM SC
2009: ROIA, CCGrid, NetGames,
EuroPar (Best Paper Award), …
2010: IEEE TPDS, Elsevier CCPE,…
2011: Book Chapter, IEEE TPDS,
IJAMC, …
Graduation (Forecast)
2011-2014: 3PhD, 10+MSc, nBSc
Ongoing Work
• Content: POGGI Framework
• Platform: edutain@grid
• Analytics: CAMEO Framework
The Future
• Happy players
• Happy cloud operators
Google Workshop at TU Delft, 2010 – Online Games and Clouds
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Thank you for your attention!
Questions? Suggestions? Observations?
More Info:
- http://www.st.ewi.tudelft.nl/~iosup/research.html
- http://www.st.ewi.tudelft.nl/~iosup/research_gaming.html
- http://www.st.ewi.tudelft.nl/~iosup/research_cloud.html
Alexandru Iosup
Do not hesitate to
contact me…
[email protected]
http://www.pds.ewi.tudelft.nl/~iosup/ (or google “iosup”)
Parallel and Distributed Systems Group
Delft University of Technology
Google Workshop at TU Delft, 2010 – Online Games and Clouds
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Google Workshop at TU Delft, 2010 – Online Games and Clouds
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Cloud Computing [1/2]
Low Performance for Sci.Comp.
• Evaluated the performance of resources from four
production, commercial clouds.
• GrenchMark for evaluating the performance of cloud resources
• Four production, commercial IaaS clouds: Amazon Elastic
Compute Cloud (EC2), Mosso, Elastic Hosts, and GoGrid.
• Finding: cloud performance low for sci.comp.
S. Ostermann, A. Iosup, N. Yigitbasi, R. Prodan, T.
Fahringer, and D. Epema, A Performance Analysis of EC2 Cloud
Computing Services for Scientific Computing, Cloudcomp 2009,
LNICST 34, pp. 115–131, 2010.
N. Yigitbasi, A. Iosup, D. Epema, S. Ostermann: C-Meter: A
Framework for Performance Analysis of Computing Clouds.
Proc. of CCGRID 2009: 472-477
Google Workshop at TU Delft, 2010 – Online Games and Clouds
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Cloud Computing [2/2]
Cloud Performance Variability
• Performance variability of production cloud services
• IaaS:
Amazon Web Services
• PaaS:
Google App Engine
Amazon S3: GET US HI operations
• Year-long performance information for nine services
• Finding: about half of the cloud services investigated
in this work exhibits yearly and daily patterns; impact
of performance variability depends on application.
A. Iosup, N. Yigitbasi, and D. Epema, On the Performance
Variability of Production Cloud Services, CCGrid 2011.
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