JSSPP '02 Revised Papers from the 8th International Workshop on Job Scheduling Strategies for Parallel Processing
The Contract Net Protocol: High-Level Communication and Control in a Distributed Problem Solver
IEEE Transactions on Computers
Robust resource allocation in a massive multiplayer online gaming environment
Proceedings of the 4th International Conference on Foundations of Digital Games
Geelix LiveGames: remote playing of video games
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft
CLOUD '10 Proceedings of the 2010 IEEE 3rd International Conference on Cloud Computing
Euro-Par'09 Proceedings of the 2009 international conference on Parallel processing
Dynamic Resource Provisioning in Massively Multiplayer Online Games
IEEE Transactions on Parallel and Distributed Systems
A new business model for massively multiplayer online games
Proceedings of the 2nd ACM/SPEC International Conference on Performance engineering
Performance Analysis of Cloud Computing Services for Many-Tasks Scientific Computing
IEEE Transactions on Parallel and Distributed Systems
SLA-based operation of massively multiplayer online games in competition-based environments
Proceedings of the International C* Conference on Computer Science and Software Engineering
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To support the variable load of Massively Multiplayer On-line Games (MMOGs) with millions of registered users and thousands of active concurrent players, game operators over-provision a large static infrastructure capable of sustaining the peak load with guaranteed Quality of Service (QoS). This leads to inefficient resource utilisation, high service prices, and limited market participation accessible only to the large companies. To address this problem, we propose a new autonomic ecosystem 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 acquire operation SLAs from game operators to satisfy client requests and manage multiple distributed MMOG sessions. Game operators lease on-demand cloud resources based on the dynamic MMOG load and guarantee the required QoS to all clients. We evaluate through simulations based on real MMOG traces and commercial cloud SLAs different methods of ranking MMOG operation offers. We show that considering compensations for SLA faults in the offer selection can lead to over 11% gains in game providers' income, and that adequate ranking of offers can reduce operational costs by up to 60%.