SLA-based operation of massively multiplayer online games in competition-based environments

  • Authors:
  • Vlad Nae;Radu Prodan;Alexandru Iosup

  • Affiliations:
  • University of Innsbruck, Innsbruck, Austria;University of Innsbruck, Innsbruck, Austria;Delft University of Technology, Delft, Netherlands

  • Venue:
  • Proceedings of the International C* Conference on Computer Science and Software Engineering
  • Year:
  • 2013

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Abstract

To sustain the variable load of Massively Multiplayer Online Games (MMOGs) with guaranteed Quality of Service (QoS), game operators over-provision a static infrastructure capable of sustaining the peak load, even though a large portion of the resources is unused most of the time. This inefficient way of provisioning resources has negative impacts, leading to inefficient resource utilisation, high service prices, and limited market participation accessible only to the large companies. We propose a new ecosystem and model for hosting and operating MMOGs based on cloud computing principles involving four smaller and better focused business actors whose interaction is regulated through Service Level Agreements (SLAs): resource provider, game operator, game provider, and client. In our model, game providers lease operation SLAs from the game operators to satisfy all client requests and manage multiple distributed MMOG sessions. In turn, game operators efficiently lease on-demand cloud resources based on the dynamic MMOG load and ensure proper game operation that maintains QoS to all clients. In this paper, we focus on the business interaction between the game provider and the game operator by defining the SLA terms and the underlying negotiation protocol, including a model for compensations for QoS violations. We propose a method for ranking operational offers based on price, compensation and resource fitness, and study its impact on game provider's profit in an environment with several providers competing for SLAs from multiple game operators.