Cost-efficient hosting and load balancing of Massively Multiplayer Online Games

Vlad Nae, R. Prodan, T. Fahringer
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引用次数: 65

Abstract

Massively Multiplayer Online Games (MMOG) are a class of computationally-intensive client-server applications with severe real-time Quality of Service (QoS) requirements, such as the number of updates per second each client needs to receive from the servers for a fluent and realistic experience. To guarantee the QoS requirements, game providers over-provision to game sessions a large amount of their resources, which is very inefficient and prohibits any but the largest providers from joining the market. In this paper, we present a new approach for cost-efficient hosting of MMOG sessions on Cloud resources, provisioned on-demand in the correct amount based on the current number of connected players. Simulation results on real MMOG traces demonstrate that compute Clouds can reduce the hosting costs by a factor between two and five. The resource allocation is driven by a load balancing algorithm that appropriately distributes the load such that the QoS requirements are fulfilled at all times. Experimental results on a fast-paced game demonstrator executed on resources owned by a specialised hosting company demonstrate that our algorithm is able to adjust the number of game servers and load distribution to the highly dynamic client load, while maintaining the QoS in 99.34% of the monitored events.
大规模多人在线游戏的成本效益托管和负载平衡
大型多人在线游戏(MMOG)是一类计算密集型的客户机-服务器应用程序,具有严格的实时服务质量(QoS)要求,例如每个客户机每秒需要从服务器接收的更新次数,以获得流畅和真实的体验。为了保证QoS的要求,游戏提供商过度提供大量的资源给游戏会话,这是非常低效的,除了最大的提供商之外,其他任何供应商都无法加入市场。在本文中,我们提出了一种在云资源上经济高效地托管MMOG会话的新方法,根据当前连接的玩家数量按需提供正确的数量。在真实MMOG轨迹上的仿真结果表明,计算云可以将托管成本降低2到5倍。资源分配由负载平衡算法驱动,该算法适当地分配负载,以便始终满足QoS需求。在一家专业托管公司拥有的资源上执行的快节奏游戏演示器上的实验结果表明,我们的算法能够调整游戏服务器的数量和负载分布以适应高度动态的客户端负载,同时在99.34%的监控事件中保持QoS。
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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