Proceedings of the 11th international conference on World Wide Web
A Survey of Methods for Scaling Up Inductive Algorithms
Data Mining and Knowledge Discovery
Distribution of online hardcore player behavior: (how hardcore are you?)
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Scaling up all pairs similarity search
Proceedings of the 16th international conference on World Wide Web
Dryad: distributed data-parallel programs from sequential building blocks
Proceedings of the 2nd ACM SIGOPS/EuroSys European Conference on Computer Systems 2007
MapReduce: simplified data processing on large clusters
Communications of the ACM - 50th anniversary issue: 1958 - 2008
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
IRLbot: Scaling to 6 billion pages and beyond
ACM Transactions on the Web (TWEB)
The Eucalyptus Open-Source Cloud-Computing System
CCGRID '09 Proceedings of the 2009 9th IEEE/ACM International Symposium on Cluster Computing and the Grid
The Failure Trace Archive: Enabling Comparative Analysis of Failures in Diverse Distributed Systems
CCGRID '10 Proceedings of the 2010 10th IEEE/ACM International Conference on Cluster, Cloud and Grid Computing
CAMEO: continuous analytics for massively multiplayer online games on cloud resources
Euro-Par'09 Proceedings of the 2009 international conference on Parallel processing
Performance Analysis of Cloud Computing Services for Many-Tasks Scientific Computing
IEEE Transactions on Parallel and Distributed Systems
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Millions of people play Massively Multiplayer Online Games (MMOGs) and participate in the social networks built around MMOGs daily. These players turn into a collaborative community to exchange game news, advice, and expertise, but in return expect support such as player reports and clan statistics. Thus, the MMOG social networks need to collect and analyze MMOG data, in a process of continuous MMOG analytics. With the appearance of cloud computing, it has become attractive to use on-demand resources to run automated MMOG data analytics tools. In this work we present CAMEO, an architecture for Continuous Analytics for Massively multiplayEr Online games on cloud resources. Our architecture provides various mechanisms for MMOG data collection and continuous analytics of a pre-determined accuracy in real settings. We implement and deploy CAMEO to perform continuous analytics on data from RuneScape, a popular MMOG. Using resources from various real clouds, including the commercial cloud of Amazon, CAMEO can analyze the characteristics of a community of over 3,000,000 active players, and follow the progress of 500,000 of these players for over a week. Thus, we show evidence that CAMEO can support the social networks built around MMOGs.