Online computation and competitive analysis
Online computation and competitive analysis
Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Modeling player session times of on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Characterization of user behavior in a multi-player online game
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Resource provisioning for cloud computing
CASCON '09 Proceedings of the 2009 Conference of the Center for Advanced Studies on Collaborative Research
Elastic Site: Using Clouds to Elastically Extend Site Resources
CCGRID '10 Proceedings of the 2010 10th IEEE/ACM International Conference on Cluster, Cloud and Grid Computing
Dynamically scaling applications in the cloud
ACM SIGCOMM Computer Communication Review
Dynamic Resource Provisioning in Massively Multiplayer Online Games
IEEE Transactions on Parallel and Distributed Systems
IEEE/ACM Transactions on Networking (TON)
Cost-Wait Trade-Offs in Client-Side Resource Provisioning with Elastic Clouds
CLOUD '11 Proceedings of the 2011 IEEE 4th International Conference on Cloud Computing
Measuring the latency of cloud gaming systems
MM '11 Proceedings of the 19th ACM international conference on Multimedia
A Framework for Dynamic Resource Provisioning and Adaptation in IaaS Clouds
CLOUDCOM '11 Proceedings of the 2011 IEEE Third International Conference on Cloud Computing Technology and Science
Dynamic resource provisioning for cloud-based gaming infrastructures
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 2013 ACM Cloud and Autonomic Computing Conference
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Recently, application service providers have been employing Infrastructure-as-a-Service (IaaS) clouds such as Amazon EC2 to scale their computing resources on-demand to adapt to dynamic workloads. Existing research has been focusing more on cloud resource scaling in batch processing, non latency-sensitive applications. In this paper, we consider the problem of revenue-cost optimization in cloud-based application service providers with stringent QoS requirements, e.g., online gaming services. We propose an integrated approach which combines resource provisioning algorithms and request scheduling disciplines. The main goal is to maximize the service provider's revenue via satisfying pre-defined QoS requirements, and at the same time, to minimize cloud resource cost. We have implemented the proposed resource provisioning algorithms and scheduling disciplines into a cloud scaling framework developed in our previous work. Extensive experiments have been conducted with a fully functional implementation and realistic workloads modeled after real traces of popular online game servers. The results demonstrated the effectiveness of our proposed approach.