虚拟化对大型多人在线游戏性能的影响

Vlad Nae, R. Prodan, T. Fahringer, A. Iosup
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引用次数: 27

摘要

如今非常成功的大型多人在线游戏(mmog)拥有数百万注册用户和数十万活跃并发用户。由于高度动态的MMOG使用模式,MMOG运营商在游戏的整个生命周期内预先配置并维护位于世界各地数据中心的数万个计算资源。直到最近,将MMOG软件服务移植到不同平台的困难使得动态地向MMOG运营商的数据中心外部提供资源变得不切实际。然而,虚拟化是一种新技术,它通过提供开销最小的统一计算平台来缓解这个问题。为了研究这项新技术的潜力,我们在本文中提出了一种新的混合资源配置模型,该模型使用一组更小、更便宜的自有数据中心,并在高峰时段使用虚拟化云计算资源。利用当代最成功的mmog之一《RuneScape》的真实踪迹,我们通过模拟评估了mmog按需云资源供应策略的有效性。我们评估了提供虚拟化云资源的影响,分析了虚拟化开销的组成部分,并比较了提供虚拟化资源和直接提供数据中心资源。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The impact of virtualization on the performance of Massively Multiplayer Online Games
Today's highly successful Massively Multiplayer Online Games (MMOGs) have millions of registered users and hundreds of thousands of active concurrent users. As a result of the highly dynamic MMOG usage patterns, the MMOG operators pre-provision and then maintain throughout the lifetime of the game tens of thousands of compute resources in data centers located across the world. Until recently, the difficulty of porting the MMOG software services to different platforms made it impractical to dynamically provision resources external to the MMOG operators' data centers. However, virtualization is a new technology that promises to alleviate this problem by providing a uniform computing platform with minimal overhead. To investigate the potential of this new technology, in this paper we propose a new hybrid resource provisioning model that uses a smaller and less expensive set of self-owned data centers, complemented by virtualized cloud computing resources during peak hours. Using real traces from RuneScape, one of the most successful contemporary MMOGs, we evaluate with simulations the effectiveness of the on-demand cloud resource provisioning strategy for MMOGs. We assess the impact of provisioning of virtualized cloud resources, analyze the components of virtualization overhead, and compare provisioning of virtualized resources with direct provisioning of data center resources.
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