World of warcraft avatar history dataset
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
A new business model for massively multiplayer online games
Proceedings of the 2nd ACM/SPEC International Conference on Performance engineering
Self-organizing spatial publish subscribe
Proceedings of the 8th ACM international conference on Autonomic computing
MMORPG player behavior model based on player action categories
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
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
SLA-based operation of massively multiplayer online games in competition-based environments
Proceedings of the International C* Conference on Computer Science and Software Engineering
Autonomous massively multiplayer online game operation on unreliable resources
Proceedings of the International C* Conference on Computer Science and Software Engineering
Autonomic operation of massively multiplayer online games in clouds
Proceedings of the 2013 ACM Cloud and Autonomic Computing Conference
SPEX: scalable spatial publish/subscribe for distributed virtual worlds without borders
Proceedings of the 5th ACM Multimedia Systems Conference
Characterization of Human Mobility in Networked Virtual Environments
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
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MMORPG is shown to be a killer application of Internet, with a global subscriber number increased to 17 millions in 2010. However, MMORPG servers tend to be overly provisioned because 1)such games do not have standard architectures thus dedicated hardware is assumed; 2) MMORPGs normally adopt a ``sharded design'' to resolve the scalability challenges of content production and workload distribution; and 3) a game is commonly deployed in geographically distributed data centers to protect gamers from excessive network latencies. Therefore, an operator needs to deploy dedicated hardware for each game in each datacenter, even though hardware utilization is low. In this paper, we propose a zone-based server consolidation strategy for MMORPGs, which exploits the unique locality property of players' interactions, to cut down the games' considerable hardware requirement and energy use. We evaluate the effectiveness of our strategy based on a nine-month trace from a popular MMORPG World of War craft. The evaluation results show that, with a per-hour dynamic zone reallocation policy, the server number required can be reduced by 52% and the total energy consumption can be reduced by 62%, while the user-experienced latency remains undegraded.