Resources allocation trade-off between cost and delay over a distributed Cloud infrastructure

Eya Dhib, N. Zangar, N. Tabbane, K. Boussetta
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引用次数: 9

Abstract

Massively Multiplayer Online Games (MMOG) keep attracting hundreds of thousands of players from all over the world. Ensuring a scalable and latency-sensitive MMOG service is a challenge task since it is subject of high workload variability. Traditionally, MMOG providers used to over provision resources in order to cope with worst workload scenario. Nowadays, MMOG infrastructures have switched to Cloud computing paradigm. In this paper, we propose a novel architecture for MMOGs and we address the problem of dynamic resources provisioning over a distributed cloud infrastructure. Our contribution allocates necessary virtual resources while managing the trade-off between resource allocation cost and processing delay constraint. Experiment results prove effectiveness of our proposition.
分布式云基础设施上的成本和延迟之间的资源分配权衡
大型多人在线游戏(MMOG)不断吸引着来自世界各地的数十万玩家。确保可伸缩且对延迟敏感的MMOG服务是一项具有挑战性的任务,因为它受到高工作负载可变性的影响。传统上,MMOG提供商习惯于过度提供资源,以应对最坏的工作负载场景。如今,MMOG基础设施已经转向云计算范式。在本文中,我们提出了一种新的mmog架构,并解决了分布式云基础设施上的动态资源供应问题。我们的贡献分配必要的虚拟资源,同时管理资源分配成本和处理延迟约束之间的权衡。实验结果证明了该方法的有效性。
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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