Quantitative system performance: computer system analysis using queueing network models
Quantitative system performance: computer system analysis using queueing network models
Open, Closed, and Mixed Networks of Queues with Different Classes of Customers
Journal of the ACM (JACM)
Mean-Value Analysis of Closed Multichain Queuing Networks
Journal of the ACM (JACM)
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
Product Form Queueing Networks
Performance Evaluation: Origins and Directions
An analytical model for multi-tier internet services and its applications
SIGMETRICS '05 Proceedings of the 2005 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
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
Performance aware reconfiguration of software systems
EPEW'10 Proceedings of the 7th European performance engineering conference on Computer performance engineering
Dynamic Resource Provisioning in Massively Multiplayer Online Games
IEEE Transactions on Parallel and Distributed Systems
Power management of online data-intensive services
Proceedings of the 38th annual international symposium on Computer architecture
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
QoS-Aware Revenue-Cost Optimization for Latency-Sensitive Services in IaaS Clouds
DS-RT '12 Proceedings of the 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications
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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 workload variability, but nevertheless must always operate under very strict quality of service (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 article we address the problem of building a large-scale, multitier MMOG service using resources provided by a Cloud computing infrastructure. The Cloud paradigm allows customers to request as many resources as they need using a pay-as-you-go model. We harness this paradigm by proposing a dynamic provisioning algorithm, which can resize the resource pool of a MMOG service to adapt to workload variability and maintain a response time below a given threshold. We use a queuing network performance model to quickly estimate the system response time for different configurations. The performance model is used within a greedy algorithm to compute the minimum number of servers to be allocated on each tier in order to satisfy the system response time constraint. Numerical experiments are used to validate the effectiveness of the proposed approach.