Neural networks for pattern recognition
Neural networks for pattern recognition
Cluster reserves: a mechanism for resource management in cluster-based network servers
Proceedings of the 2000 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
Managing energy and server resources in hosting centers
SOSP '01 Proceedings of the eighteenth ACM symposium on Operating systems principles
Time Series Analysis: Forecasting and Control
Time Series Analysis: Forecasting and Control
A hierarchical and multiscale approach to analyze E-business workloads
Performance Evaluation
Statistical service assurances for applications in utility grid environments
Performance Evaluation - Special issue: Distributed systems performance
Resource overbooking and application profiling in shared hosting platforms
OSDI '02 Proceedings of the 5th symposium on Operating systems design and implementationCopyright restrictions prevent ACM from being able to make the PDFs for this conference available for downloading
An analytical model for multi-tier internet services and its applications
SIGMETRICS '05 Proceedings of the 2005 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Dynamic Provisioning of Multi-tier Internet Applications
ICAC '05 Proceedings of the Second International Conference on Automatic Computing
Dynamic placement for clustered web applications
Proceedings of the 15th international conference on World Wide Web
On demand platform for online games
IBM Systems Journal
System-performance modeling for massively multiplayer online role-playing games
IBM Systems Journal
Rokkatan: scaling an RTS game design to the massively multiplayer realm
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Grid capacity planning with negotiation-based advance reservation for optimized QoS
Proceedings of the 2006 ACM/IEEE conference on Supercomputing
Designing Virtual Worlds
Challenges in peer-to-peer gaming
ACM SIGCOMM Computer Communication Review
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
The effect of latency on user performance in real-time strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Model-based resource provisioning in a web service utility
USITS'03 Proceedings of the 4th conference on USENIX Symposium on Internet Technologies and Systems - Volume 4
Adaptive control of virtualized resources in utility computing environments
Proceedings of the 2nd ACM SIGOPS/EuroSys European Conference on Computer Systems 2007
Database research opportunities in computer games
ACM SIGMOD Record
A long-term study of a popular MMORPG
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A measurement study of virtual populations in massively multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Inter-operating grids through delegated matchmaking
Proceedings of the 2007 ACM/IEEE conference on Supercomputing
How are Real Grids Used? The Analysis of Four Grid Traces and Its Implications
GRID '06 Proceedings of the 7th IEEE/ACM International Conference on Grid Computing
GECON'07 Proceedings of the 4th international conference on Grid economics and business models
Prediction-based real-time resource provisioning for massively multiplayer online games
Future Generation Computer Systems
The Second Life of urban planning? Using NeoGeography tools for community engagement
Journal of Location Based Services - NeoGeography
POGGI: Puzzle-Based Online Games on Grid Infrastructures
Euro-Par '09 Proceedings of the 15th International Euro-Par Conference on Parallel Processing
Dynamic load management for MMOGs in distributed environments
Proceedings of the 7th ACM international conference on Computing frontiers
The impact of virtualization on the performance of Massively Multiplayer Online Games
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
International Journal of Advanced Media and Communication
Monitoring and fault tolerance for real-time online interactive applications
Euro-Par'09 Proceedings of the 2009 international conference on Parallel processing
CAMEO: continuous analytics for massively multiplayer online games on cloud resources
Euro-Par'09 Proceedings of the 2009 international conference on Parallel processing
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
QoS-Aware Server Provisioning for Large-Scale Distributed Virtual Environments
PADS '10 Proceedings of the 2010 IEEE Workshop on Principles of Advanced and Distributed Simulation
A virtualization-based approach for zone migration in distributed virtual environments
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Déjà vu: predicting the number of players in online games through normalization of historical data
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Toward scalable Web systems on multicore clusters: making use of virtual machines
The Journal of Supercomputing
Flexible load distribution for hybrid distributed virtual environments
Future Generation Computer Systems
Accelerating optimistic HLA-based simulations in virtual execution environments
Proceedings of the 2013 ACM SIGSIM conference on Principles of advanced discrete simulation
Massively multiplayer online games on unreliable resources
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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Today's Massively Multiplayer Online Games (MMOGs) can include millions of concurrent players spread across the world. To keep these highly-interactive virtual environments online, a MMOG operator may need to provision tens of thousands of computing resources from various data centers. Faced with large resource demand variability, and with misfit resource renting policies, the current industry practice is to maintain for each game tens of self-owned data centers. In this work we investigate the dynamic resource provisioning from external data centers for MMOG operation. We introduce a novel MMOG workload model that represents the dynamics of both the player population and the player interactions. We evaluate several algorithms, including a novel neural network predictor, for predicting the resource demand. Using trace-based simulation, we evaluate the impact of the data center policies on the resource provisioning efficiency; we show that dynamic provisioning can be much more efficient than its static alternative.