Computer Go: an AI oriented survey
Artificial Intelligence
SETI@home: an experiment in public-resource computing
Communications of the ACM
Playing Games with Algorithms: Algorithmic Combinatorial Game Theory
MFCS '01 Proceedings of the 26th International Symposium on Mathematical Foundations of Computer Science
Metrics and Benchmarking for Parallel Job Scheduling
IPPS/SPDP '98 Proceedings of the Workshop on Job Scheduling Strategies for Parallel Processing
The workload on parallel supercomputers: modeling the characteristics of rigid jobs
Journal of Parallel and Distributed Computing
Distributed computing in practice: the Condor experience: Research Articles
Concurrency and Computation: Practice & Experience - Grid Performance
The effect of latency and network limitations on MMORPGs: a field study of everquest2
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
GRENCHMARK: A Framework for Analyzing, Testing, and Comparing Grids
CCGRID '06 Proceedings of the Sixth IEEE International Symposium on Cluster Computing and the Grid
Rokkatan: scaling an RTS game design to the massively multiplayer realm
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Taverna: lessons in creating a workflow environment for the life sciences: Research Articles
Concurrency and Computation: Practice & Experience - Workflow in Grid Systems
Scientific workflow management and the Kepler system: Research Articles
Concurrency and Computation: Practice & Experience - Workflow in Grid Systems
Designing Virtual Worlds
Challenges in peer-to-peer gaming
ACM SIGCOMM Computer Communication Review
Performance metrics and ontologies for Grid workflows
Future Generation Computer Systems
Scaling games to epic proportions
Proceedings of the 2007 ACM SIGMOD international conference on Management of data
Database research opportunities in computer games
ACM SIGMOD Record
Falkon: a Fast and Light-weight tasK executiON framework
Proceedings of the 2007 ACM/IEEE conference on Supercomputing
The performance of bags-of-tasks in large-scale distributed systems
HPDC '08 Proceedings of the 17th international symposium on High performance distributed computing
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
Toward loosely coupled programming on petascale systems
Proceedings of the 2008 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
A performance study of grid workflow engines
GRID '08 Proceedings of the 2008 9th IEEE/ACM International Conference on Grid Computing
On grid performance evaluation using synthetic workloads
JSSPP'06 Proceedings of the 12th international conference on Job scheduling strategies for 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
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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Massively Multiplayer Online Games (MMOGs) currently entertain millions of players daily. To keep these players online and generate revenue, MMOGs are currently relying on manually generated content such as logical challenges (puzzles). Under increased demands for personalized content from a growing community, it has become attractive to generate personalized puzzle game content automatically. In this work we investigate the automated puzzle game content generation for MMOGs on grid infrastructures. First, we characterize the requirements of this novel grid application. With long-term real traces taken from a popular MMOG we show that hundreds of thousands of players are simultaneously online during peak periods, which makes content generation a large-scale compute-intensive problem. Second, we design the POGGI architecture to support this type of application. We assess the performance of our reference implementation in a real environment by running over 200,000 tasks in a pool of over 1,600 nodes, and demonstrate that POGGI can generate commercial-quality content efficiently and robustly.