SMOG:网络游戏无缝广域迁移云平台

Virajith Jalaparti, M. Caesar, Seungjoon Lee, Jeffrey Pang, J. Merwe
{"title":"SMOG:网络游戏无缝广域迁移云平台","authors":"Virajith Jalaparti, M. Caesar, Seungjoon Lee, Jeffrey Pang, J. Merwe","doi":"10.1109/NetGames.2012.6404031","DOIUrl":null,"url":null,"abstract":"Highly interactive network applications such as online games are rapidly growing in popularity but remain challenging for game providers to support, due to their inherent need for low latency. While cloud computing has proven a useful infrastructure for other applications, existing cloud computing facilities are insufficient for games, due to the unpredictability of their workload, their demands on latency and scale, and the need to support game-specific requirements (e.g., players may wish to play with certain other players already in the game). In this work, we explore whether dynamic optimization of latency and scaling of games can be achieved by supplementing cloud computing infrastructure with seamless wide area virtual machine migration using network based route control. We propose SMOG, a framework that dynamically migrates game servers to their optimal location, and uses orchestrated route control to optimize the network path to the server to minimize observable effects of live server migration. Through deployment of a prototype implementation on a Tier-1 ISP's backbone and a user study, we found SMOG can decrease average end-user latency by up to 60% while performing migration in a manner transparent to game players. While this paper's focus is online games, SMOG is general enough to be used for a variety of latency-sensitive interactive applications such as video conferencing and interactive video streaming.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"12","resultStr":"{\"title\":\"SMOG: A cloud platform for seamless wide area migration of online games\",\"authors\":\"Virajith Jalaparti, M. Caesar, Seungjoon Lee, Jeffrey Pang, J. Merwe\",\"doi\":\"10.1109/NetGames.2012.6404031\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Highly interactive network applications such as online games are rapidly growing in popularity but remain challenging for game providers to support, due to their inherent need for low latency. While cloud computing has proven a useful infrastructure for other applications, existing cloud computing facilities are insufficient for games, due to the unpredictability of their workload, their demands on latency and scale, and the need to support game-specific requirements (e.g., players may wish to play with certain other players already in the game). In this work, we explore whether dynamic optimization of latency and scaling of games can be achieved by supplementing cloud computing infrastructure with seamless wide area virtual machine migration using network based route control. We propose SMOG, a framework that dynamically migrates game servers to their optimal location, and uses orchestrated route control to optimize the network path to the server to minimize observable effects of live server migration. Through deployment of a prototype implementation on a Tier-1 ISP's backbone and a user study, we found SMOG can decrease average end-user latency by up to 60% while performing migration in a manner transparent to game players. While this paper's focus is online games, SMOG is general enough to be used for a variety of latency-sensitive interactive applications such as video conferencing and interactive video streaming.\",\"PeriodicalId\":279768,\"journal\":{\"name\":\"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-11-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"12\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/NetGames.2012.6404031\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NetGames.2012.6404031","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 12

摘要

高交互性网络应用程序(如在线游戏)正在迅速普及,但由于其固有的低延迟需求,游戏提供商仍然难以支持。虽然云计算已被证明是其他应用程序的有用基础设施,但现有的云计算设施对于游戏来说是不够的,因为它们的工作量不可预测,它们对延迟和规模的要求,以及需要支持特定于游戏的需求(例如,玩家可能希望与已经在游戏中的某些其他玩家一起玩)。在这项工作中,我们探索是否可以通过使用基于网络的路由控制的无缝广域虚拟机迁移来补充云计算基础设施来实现延迟和游戏扩展的动态优化。我们提出了一个动态迁移游戏服务器到其最佳位置的框架,并使用编排路由控制来优化到服务器的网络路径,以最大限度地减少实时服务器迁移的可观察到的影响。通过在Tier-1 ISP的骨干网上部署原型实现和用户研究,我们发现,在以对游戏玩家透明的方式执行迁移的同时,SMOG可以将最终用户的平均延迟减少高达60%。虽然本文的重点是在线游戏,但烟雾足以用于各种延迟敏感的交互式应用程序,如视频会议和交互式视频流。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
SMOG: A cloud platform for seamless wide area migration of online games
Highly interactive network applications such as online games are rapidly growing in popularity but remain challenging for game providers to support, due to their inherent need for low latency. While cloud computing has proven a useful infrastructure for other applications, existing cloud computing facilities are insufficient for games, due to the unpredictability of their workload, their demands on latency and scale, and the need to support game-specific requirements (e.g., players may wish to play with certain other players already in the game). In this work, we explore whether dynamic optimization of latency and scaling of games can be achieved by supplementing cloud computing infrastructure with seamless wide area virtual machine migration using network based route control. We propose SMOG, a framework that dynamically migrates game servers to their optimal location, and uses orchestrated route control to optimize the network path to the server to minimize observable effects of live server migration. Through deployment of a prototype implementation on a Tier-1 ISP's backbone and a user study, we found SMOG can decrease average end-user latency by up to 60% while performing migration in a manner transparent to game players. While this paper's focus is online games, SMOG is general enough to be used for a variety of latency-sensitive interactive applications such as video conferencing and interactive video streaming.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信