IEEE Transactions on Computers
Future Generation Computer Systems - Special issue on metacomputing
Managing energy and server resources in hosting centers
SOSP '01 Proceedings of the eighteenth ACM symposium on Operating systems principles
Neural Networks: A Comprehensive Foundation
Neural Networks: A Comprehensive Foundation
Time Series Analysis: Forecasting and Control
Time Series Analysis: Forecasting and Control
A scalable architecture for supporting interactive games on the internet
Proceedings of the sixteenth workshop on Parallel and distributed simulation
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A Historical Application Profiler for Use by Parallel Schedulers
IPPS '97 Proceedings of the Job Scheduling Strategies for Parallel Processing
Predicting Application Run Times Using Historical Information
IPPS/SPDP '98 Proceedings of the Workshop on Job Scheduling Strategies for Parallel Processing
Experiences with predicting resource performance on-line in computational grid settings
ACM SIGMETRICS Performance Evaluation Review
Soft-computing techniques applied to short-term traffic flow forecasting
Systems Analysis Modelling Simulation
An ensemble of neural networks for weather forecasting
Neural Computing and Applications
Dynamic Provisioning of Multi-tier Internet Applications
ICAC '05 Proceedings of the Second International Conference on Automatic Computing
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
CCGRID '05 Proceedings of the Fifth IEEE International Symposium on Cluster Computing and the Grid (CCGrid'05) - Volume 2 - Volume 02
AoIM in peer-to-peer multiplayer online games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Grid capacity planning with negotiation-based advance reservation for optimized QoS
Proceedings of the 2006 ACM/IEEE conference on Supercomputing
Designing Virtual Worlds
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
RTF: a real-time framework for developing scalable multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Future Generation Computer Systems
Inter-operating grids through delegated matchmaking
Proceedings of the 2007 ACM/IEEE conference on Supercomputing
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
Workflow-based resource allocation to optimize overall performance of composite services
Future Generation Computer Systems
A recursive architecture for hierarchical grid resource management
Future Generation Computer Systems
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
Editorial: Special section: Real-time attributes in grids
Future Generation Computer Systems
Identification, Modelling and Prediction of Non-periodic Bursts in Workloads
CCGRID '10 Proceedings of the 2010 10th IEEE/ACM International Conference on Cluster, Cloud and Grid Computing
Integration of P2P and clouds to support massively multiuser virtual environments
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
A new business model for massively multiplayer online games
Proceedings of the 2nd ACM/SPEC International Conference on Performance engineering
Pattern Matching Based Forecast of Non-periodic Repetitive Behavior for Cloud Clients
Journal of Grid Computing
Dynamic reallocation rules on multi-server web-based MORPG system
International Journal of Grid and Utility Computing
Flexible load distribution for hybrid distributed virtual environments
Future Generation Computer Systems
Autonomous massively multiplayer online game operation on unreliable resources
Proceedings of the International C* Conference on Computer Science and Software Engineering
Massively multiplayer online games on unreliable resources
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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Massively Multiplayer Online Games (MMOGs) are a class of computationally intensive client-server applications with severe real-time Quality of Service (QoS) requirements, such as the number of updates per second each client needs to receive from the servers for a fluent and realistic experience. To guarantee the QoS requirements, game providers currently over-provision a large amount of their resources, which makes the overall efficiency of provisioning and utilization of resources rather low and prohibits any but the largest providers from joining the market. To address this deficiency, we propose a new prediction-based method for dynamic resource provisioning and scaling of MMOGs in distributed Grid environments. Firstly, a load prediction service anticipates the future game world entity distribution from historical trace data using a fast and flexible neural network-based method. On top of it, we developed generic analytical game load models used to foresee future hot-spots that congest the game servers and make the overall environment fragmented and unplayable. Finally, a resource allocation service performs dynamic load distribution, balancing, and migration of entities that keep the game servers reasonably loaded such that the real-time QoS requirements are maintained. Experimental results based on a realistic simulation environment demonstrate the advantages of our prediction service compared to other conventional methods, especially due to its ability to adapt to different user load patterns, and a reduction of the average over-allocation from 250% (in the case of static over-provisioning) to around 25% using our dynamic provisioning method.