On-Demand Resource Provisioning for Online Games
On-Demand Resource Provisioning for Online Games
Disciplines
Computer Sciences (90%); Mathematics (10%)
Keywords
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Cloud Computing,
Online Games,
Performance,
Scheduling,
Quality of Service,
Service Level Agreement
Online entertainment including gaming is a strongly growing sector worldwide. Massively Multiplayer Online Games (MMOG) grew from 10 thousand subscribers in 1997 to 6.7 million in 2003 and the rate is accelerating estimated to 60 million people by 2011. Today`s MMOGs operate as client-server architectures, with server Hosters providing a large static infrastructure with hundreds to thousands of computers for each game in order to deliver the required Quality of Service (QoS) to all the players. Since the demand of a MMOG is highly dynamic, a large portion of the resources is unused most of the time, even for large providers that operate several game titles in parallel. This inefficient resource utilisation has negative economic impacts by preventing any but the largest hosting centres from joining the market and dramatically increases prices. Today, a new research direction coined by the term Cloud computing proposes a cheaper hosting alternative by leasing virtualised resources large specialised data centres only when and for how long they are needed, instead of buying expensive own hardware with costly maintenance and fast deprecation. Despite the existence of many vendors that aggregate a potentially unbounded number of resources, Cloud computing remains a domain dominated by Web hosting or data-intensive applications, and whose suitability for computationally-intensive applications remains largely unexplored. In this project we propose to conduct basic research that investigates new generic Cloud computing techniques to support QoS-enabled resource provisioning for computationally-intensive real-time applications by investigating: Performance models for virtualised Cloud resources, including characterisation of the Cloud virtualisation and software deployment overheads; Proactive dynamic scheduling strategies based on QoS negotiation, monitoring, and enforcement techniques; SLA provisioning models based on an optimised the balance between risks, rewards, and penalties; Resource provisioning methods based on time/space/cost renting policies, including a comparative analysis between Cloud resource renting and conventional parallel/Grid resource operation. Our ultimate goal is to apply and validate our generic methods to MMOGs, as a novel class of socially important applications with severe real-time computational requirements to achieve three innovative objectives: Improved scalability of a game session hosted on a distributed Cloud infrastructure to a larger number of online users than the current state-of-the-art (i.e. 64 - 128 for FPS action games); Cheaper on-demand provisioning of Cloud resources to game sessions based on exhibited load; QoS enforcement with seamless load balancing and transparent migration of players from overloaded servers to underutilised ones within and across different Cloud provider resources.
Successful Massively Multiplayer Online Games (MMOGs) have today millions of registered users and hundreds of thousands of active concurrent players. To be able to guarantee a good quality of service (QoS) to a highly variable number of concurrent users, game operators statically overprovision a large infrastructure capable of sustaining the game peak load, even though a large portion of the resources is unused most of the time. This inefficient utilisation of own resources makes the market accessible only to large companies which generates monopolies and increases prices.To address this problem, we proposed in this project a new ecosystem for hosting and provisioning of MMOGs which effectively splits the traditional monolithic MMOG companies into three lightweight and focused service providers: game providers, game operators, and resource providers. Their interaction is regulated through comprehensive Service Level Agreements (SLA) that establish the price, terms of operation, and compensation for QoS violations. In our model, resource providers are represented by Infrastructure-as-a-Service Cloud data centres that lease computing resources to their customers (represented by game operators) based on hourly prices. Game operators, on the other hand, efficiently provision resources for MMOGs from multiple Cloud providers based on dynamic MMOG load forecasts, and ensure proper game operation that maintains the required QoS to all clients under varying resource availability. Game providers manage multiple distributed MMOGs for which they lease services under strict operational SLAs from game operators to satisfy all client requests. These three self-standing, smaller, more agile service providers enable access to the MMOG market for the small and medium enterprises, and to the current commercial Cloud providers with nearly zero initial investment.We demonstrated through simulations using trace data collected from RuneScape, one of the largest MMOGs on the market, that our new Cloud-based hosting model achieves a reduction in resource waste from 250% in case of own resource provisioning to around 25% in case of on-demand resource leasing. Our new ecosystem can operate state-of-the-art MMOGs with an average monthly gross profit of nearly $6 million excluding game purchase prices, overheads and taxation, while providing high QoS to all clients. Furthermore, our approach is capable of operating next generation very highly interactive MMOGs with a small increase of only 5.8% in the subscription price. We also showed that considering compensations for QoS faults in the offer selection process can lead up to 1116% gain in the game providers' income.
- Universität Innsbruck - 100%
Research Output
- 487 Citations
- 26 Publications
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2012
Title Impact of Variable Priced Cloud Resources on Scientific Workflow Scheduling DOI 10.1007/978-3-642-32820-6_35 Type Book Chapter Author Ostermann S Publisher Springer Nature Pages 350-362 -
2012
Title Massively Multiplayer Online Games on Unreliable Resources. Type Conference Proceeding Abstract Author Nae V -
2012
Title A Sequential Cooperative Game Theoretic Approach to Storage-aware Scheduling of Multiple Large-scale Workflow Applications in Grids DOI 10.1109/grid.2012.14 Type Conference Proceeding Abstract Author Duan R Pages 31-39 -
2012
Title A Multi-Objective Approach for Workflow Scheduling in Heterogeneous Environments. Type Conference Proceeding Abstract Author Darrionuevo Jjd Et Al -
2012
Title Evaluating High-Performance Computing on Google App Engine DOI 10.1109/ms.2011.131 Type Journal Article Author Prodan R Journal IEEE Software Pages 52-58 -
2012
Title A Multi-Objective Approach for Workflow Scheduling in Heterogeneous Environments DOI 10.1109/ccgrid.2012.114 Type Conference Proceeding Abstract Author Fard H Pages 300-309 -
2012
Title Massively Multiplayer Online Games on Unreliable Resources DOI 10.1109/netgames.2012.6404020 Type Conference Proceeding Abstract Author Nae V Pages 1-2 -
2011
Title Massively Multiplayer Online Game Hosting on Cloud Resources DOI 10.1002/9780470940105.ch19 Type Book Chapter Author Nae V Publisher Wiley Pages 491-509 -
2011
Title Using a new event-based simulation framework for investigating resource provisioning in Clouds DOI 10.3233/spr-2011-0321 Type Journal Article Author Ostermann S Journal Scientific Programming Pages 161-178 Link Publication -
2011
Title A new business model for massively multiplayer online games DOI 10.1145/1958746.1958785 Type Conference Proceeding Abstract Author Nae V Pages 271-282 -
2011
Title Multiplayer Online Games Hosting on Cloud Resources. Type Book Chapter Author Fahringer T Et Al -
2011
Title Performance Analysis of Cloud Computing Services for MTC-Based Scientific Computing DOI 10.1109/tpds.2011.146 Type Journal Article Author Iosup A Journal IEEE Transactions on Parallel and Distributed Systems -
2011
Title Dynamic Resource Provisioning in Massively Multiplayer Online Games DOI 10.1109/tpds.2010.82 Type Journal Article Author Nae V Journal IEEE Transactions on Parallel and Distributed Systems Pages 380-395 -
2011
Title A new business model for massively multiplayer online games (abstracts only) DOI 10.1145/2160803.2160832 Type Journal Article Author Nae V Journal ACM SIGMETRICS Performance Evaluation Review Pages 17-17 -
2011
Title Using a New Event-Based Simulation Framework for Investigating Resource Provisioning in Clouds DOI 10.1155/2011/267153 Type Journal Article Author Ostermann S Journal Scientific Programming Pages 161-178 Link Publication -
2013
Title Autonomous massively multiplayer online game operation on unreliable resources DOI 10.1145/2494444.2494469 Type Conference Proceeding Abstract Author Nae V Pages 95-103 -
2013
Title SLA-based operation of massively multiplayer online games in competition-based environments DOI 10.1145/2494444.2494468 Type Conference Proceeding Abstract Author Nae V Pages 104-112 -
2013
Title Autonomic Operation of Massively Multiplayer Online Games in Clouds. Type Conference Proceeding Abstract Author Iosup A Et Al Conference Proceedings of the 2013 ACM Cloud and Autonomic Computing Conference -
2013
Title A Truthful Dynamic Workflow Scheduling Mechanism for Commercial Multicloud Environments DOI 10.1109/tpds.2012.257 Type Journal Article Author Fard H Journal IEEE Transactions on Parallel and Distributed Systems Pages 1203-1212 -
2013
Title A Framework for Region-based Instrumentation of Energy Consumption of Program Executions DOI 10.1109/iecon.2013.6699897 Type Conference Proceeding Abstract Author Ostermann S Pages 4715-4720 Link Publication -
2014
Title SLA-based operations of massively multiplayer online games in clouds DOI 10.1007/s00530-013-0352-y Type Journal Article Author Nae V Journal Multimedia Systems Pages 521-544 -
2011
Title A Bi-Criteria Truthful Mechanism for Scheduling of Workflows in Clouds Type Conference Proceeding Abstract Author Fahringer T Et Al -
2011
Title A Bi-Criteria Truthful Mechanism for Scheduling of Workflows in Clouds DOI 10.1109/cloudcom.2011.92 Type Conference Proceeding Abstract Author Fard H Pages 599-605 -
2011
Title Performance Analysis and Benchmarking of the Intel SCC DOI 10.1109/cluster.2011.24 Type Conference Proceeding Abstract Author Gschwandtner P Pages 139-149 -
2013
Title Scientific computing with Google App Engine DOI 10.1016/j.future.2012.12.018 Type Journal Article Author Prodan R Journal Future Generation Computer Systems Pages 1851-1859 -
2013
Title Autonomic operation of massively multiplayer online games in clouds DOI 10.1145/2494621.2494629 Type Conference Proceeding Abstract Author Nae V Pages 1-10