Nimesh Subramanian

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Transcript Nimesh Subramanian

Nimesh Subramanian
CMSC601
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Massively multiplayer online game (MMOG).
It is estimated that 55% of internet users play
multiplayer online games.
The online gaming industry alone is valued at 7
billion USD.
The most famous example is World of
Warcraft.
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Each game in the cloud has its own dedicated
hardware, thus leading to overprovisioning of
resources.
Even if the company has multiple games it will employ
dedicated hardware for each of those games.
A common problem in the online gaming industry is
the sharded design architecture that is currently being
employed.
This sharded principle will worsen the over
provisioning phenomenon
Another problem to be considered is Network latency
must be low enough to have a decent gameplay
experience.
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Using the Spatial-locality property of the player.
Using spatial locality property,three categories can
be formed
1.
2.
3.
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Area of interest
Zone of interest
Realm of interest
Each of these will have a set of players associated
with them.
P2P connections can be formed within each set.
Propagation of events can be based on priority.
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When a particular zone reaches a certain
threshold value, we can split the zone further
to maintain the Quality-of-Service (QoS).
If the zone is sparsely polulated, we can
combine the zones.
Reducing the number of players in a zone
reduces the number of events to be propagated.
Each zone can be hosted in a separate VM.
When its time to combine or split the zones
meta-data can be passed.
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Server consolidationBin-packing algorithm
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Internet connection:
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One of the main issue with cloud gaming.
If connection becomes congested or there is a packet
loss, frame rate will drop resulting in degradation of
game play
Under perfomance
Your system might be able to give better
resolution than what your getting from the
cloud servers
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Click and play
Constant Upgrades
Improving a game console is impossible, and
upgrading your PC is expensive and time
consuming.
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Reduces the investment needed.
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Reduces the power consumption.
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Peer@play
Suselbeck, R. ; Schiele, G. ; Becker, C. ,Peer-to-peer
support for low-latency Massively Multiplayer
Online Games in the cloud
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Nae, V. ; Prodan, R. ; Fahringer, T. ,"Costefficient hosting and load balancing of
Massively Multiplayer Online Games“
Yeng-Ting Lee ; Kuan-Ta Chen, "Is Server
Consolidation Benecial to MMORPG? A Case
Study of World of Warcraft"