A scalable architecture for supporting interactive games on the internet
Proceedings of the sixteenth workshop on Parallel and distributed simulation
Experiences with predicting resource performance on-line in computational grid settings
ACM SIGMETRICS Performance Evaluation Review
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
Designing Virtual Worlds
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
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
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Massively Multiplayer Online Games (MMOG) are a class of computationally-intensive client-server applications with severe real-time Quality of Service (QoS) requirements, such 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 utilisation 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.