Quantitative system performance: computer system analysis using queueing network models
Quantitative system performance: computer system analysis using queueing network models
Balanced job bound analysis of queueing networks
Communications of the ACM
A scalable architecture for supporting interactive games on the internet
Proceedings of the sixteenth workshop on Parallel and distributed simulation
Practical Middleware for Massively Multiplayer Online Games
IEEE Internet Computing
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
Agile dynamic provisioning of multi-tier Internet applications
ACM Transactions on Autonomous and Adaptive Systems (TAAS)
Performance model driven QoS guarantees and optimization in clouds
CLOUD '09 Proceedings of the 2009 ICSE Workshop on Software Engineering Challenges of Cloud Computing
Dynamic SLA Template Adjustments Based on Service Property Monitoring
CLOUD '09 Proceedings of the 2009 IEEE International Conference on Cloud Computing
CLOUD '10 Proceedings of the 2010 IEEE 3rd International Conference on Cloud Computing
Dynamic Resource Provisioning in Massively Multiplayer Online Games
IEEE Transactions on Parallel and Distributed Systems
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures
IEEE Transactions on Multimedia
Distributed computing in the 21st century: some aspects of cloud computing
Dependable and Historic Computing
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Modern Massively Multiplayer Online Games (MMOGs) allow hundreds of thousands of players to interact with a large, dynamic virtual world. Implementing a scalable MMOG service is challenging because the system is subject to high variabilities in the workload, and nevertheless must always operate under very strict QoS requirements. Traditionally, MMOG services are implemented as large dedicated IT infrastructures with aggressive over-provisioning of resources in order to cope with the worst-case workload scenario. In this paper we address the problem of building a large-scale, multi-tier MMOG service using resources provided by a Cloud computing infrastructure. The Cloud paradigm allows the service providers to allocate as many resources as they need using a pay as you go model. We harness this paradigm by describing a dynamic provisioning algorithm which can resize the resource pool to adapt to workload variabilities, still maintaining a response time below a user-defined threshold. Our algorithm uses a Queueing Network performance model to quickly evaluate different configurations. Numerical experiments are used to validate the effectiveness of the proposed approach.