Autonomic operation of massively multiplayer online games in clouds

Vlad Nae, R. Prodan, A. Iosup
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引用次数: 2

Abstract

To support the variable load of Massively Multiplayer On-line Games (MMOGs) with millions of registered users and thousands of active concurrent players, game operators over-provision a large static infrastructure capable of sustaining the peak load with guaranteed Quality of Service (QoS). This leads to inefficient resource utilisation, high service prices, and limited market participation accessible only to the large companies. To address this problem, we propose a new autonomic ecosystem for hosting and operating MMOGs based on cloud computing principles involving four smaller and better focused business actors whose interaction is regulated through Service Level Agreements (SLAs): resource provider, game operator, game provider, and client. In our model, game providers acquire operation SLAs from game operators to satisfy client requests and manage multiple distributed MMOG sessions. Game operators lease on-demand cloud resources based on the dynamic MMOG load and guarantee the required QoS to all clients. We evaluate through simulations based on real MMOG traces and commercial cloud SLAs different methods of ranking MMOG operation offers. We show that considering compensations for SLA faults in the offer selection can lead to over 11% gains in game providers' income, and that adequate ranking of offers can reduce operational costs by up to 60%.
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云上大型多人在线游戏的自主运行
为了支持具有数百万注册用户和数千活跃并发玩家的大型多人在线游戏(mmog)的可变负载,游戏运营商过度提供了能够在保证服务质量(QoS)的情况下维持峰值负载的大型静态基础设施。这导致资源利用效率低下、服务价格高企,以及只有大公司才能参与的有限市场。为了解决这个问题,我们提出了一个新的自治生态系统,用于托管和运营mmog,该生态系统基于云计算原则,涉及四个更小、更专注的业务参与者,它们的交互通过服务水平协议(sla)进行调节:资源提供商、游戏运营商、游戏提供商和客户端。在我们的模型中,游戏提供商从游戏运营商那里获得运营sla,以满足客户端请求并管理多个分布式MMOG会话。游戏运营商基于MMOG动态负载,按需租赁云资源,保证所有客户端都能获得所需的QoS。我们通过基于真实MMOG轨迹和商业云sla的模拟评估了对MMOG操作提供的不同排名方法。我们的研究表明,在报价选择中考虑对SLA错误的补偿可以使游戏供应商的收入增加11%以上,并且适当的报价排名可以减少高达60%的运营成本。
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