Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft

Yeng-Ting Lee, Kuan-Ta Chen
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引用次数: 76

Abstract

MMORPG is shown to be a killer application of Internet, with a global subscriber number increased to 17 millions in 2010. However, MMORPG servers tend to be overly provisioned because 1)such games do not have standard architectures thus dedicated hardware is assumed; 2) MMORPGs normally adopt a ``sharded design'' to resolve the scalability challenges of content production and workload distribution; and 3) a game is commonly deployed in geographically distributed data centers to protect gamers from excessive network latencies. Therefore, an operator needs to deploy dedicated hardware for each game in each datacenter, even though hardware utilization is low. In this paper, we propose a zone-based server consolidation strategy for MMORPGs, which exploits the unique locality property of players' interactions, to cut down the games' considerable hardware requirement and energy use. We evaluate the effectiveness of our strategy based on a nine-month trace from a popular MMORPG World of War craft. The evaluation results show that, with a per-hour dynamic zone reallocation policy, the server number required can be reduced by 52% and the total energy consumption can be reduced by 62%, while the user-experienced latency remains undegraded.
服务器整合对MMORPG有利吗?以《魔兽世界》为例
MMORPG被证明是互联网的杀手级应用,2010年全球用户数量增加到1700万。然而,MMORPG服务器往往会被过度配置,因为1)这类游戏没有标准架构,因此需要专用硬件;2) mmorpg通常采用“分片设计”来解决内容制作和工作量分配的可扩展性挑战;3)游戏通常部署在地理分布的数据中心,以保护玩家免受过度的网络延迟。因此,运营商需要在每个数据中心为每个游戏部署专用硬件,即使硬件利用率很低。在本文中,我们提出了一种基于区域的mmorpg服务器整合策略,该策略利用玩家交互的独特局域性,以减少游戏可观的硬件需求和能源消耗。我们基于流行的MMORPG《战争世界》9个月的追踪来评估我们策略的有效性。评估结果表明,采用每小时动态区域重新分配策略,所需的服务器数量可以减少52%,总能耗可以减少62%,而用户体验的延迟保持不变。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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