Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Introduction to algorithms
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
On the geographic distribution of on-line game servers and players
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Measurement based analysis, modeling, and synthesis of the internet delay space
Proceedings of the 6th ACM SIGCOMM conference on Internet measurement
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
Network-Aware Server Placement for Highly Interactive Distributed Virtual Environments
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
A task-based load distribution scheme for multi-server-based distributed virtual environment systems
Presence: Teleoperators and Virtual Environments
Efficient Zone Mapping Algorithms for Distributed Virtual Environments
PADS '09 Proceedings of the 2009 ACM/IEEE/SCS 23rd Workshop on Principles of Advanced and Distributed Simulation
A load balancing scheme for massively multiplayer online games
Multimedia Tools and Applications
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Constrained mirror placement on the Internet
IEEE Journal on Selected Areas in Communications
Hi-index | 0.00 |
Maintaining interactivity is one of the key challenges in distributed virtual environments (DVE) due to the large, heterogeneous Internet latency and the fact that clients in a DVE are usually geographically separated. Previous work in this area have dealt with optimizing interactivity performance given limited server resource. In this paper, we consider a new problem, termed the performance-constrained server provisioning, whose goal is to minimize the resource needed to achieve a pre-determined level of Quality of Service (QoS). We identify and formulate two variants of this new problem and show that they are both NP-hard via reductions to the set covering problem. We also propose several computationally efficient approximation algorithms for solving the problem. Via extensive simulation study, we show that the newly proposed algorithms that take into account inter-server dependencies significantly outperform the well-known set covering algorithm for both problem variants.