Delayed Internet routing convergence
Proceedings of the conference on Applications, Technologies, Architectures, and Protocols for Computer Communication
King: estimating latency between arbitrary internet end hosts
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Dynamics of hot-potato routing in IP networks
Proceedings of the joint international conference on Measurement and modeling of computer systems
Implementation of a service platform for online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Predicting the perceived quality of a first person shooter: the Quake IV G-model
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Live migration of virtual machines
NSDI'05 Proceedings of the 2nd conference on Symposium on Networked Systems Design & Implementation - Volume 2
Live wide-area migration of virtual machines including local persistent state
Proceedings of the 3rd international conference on Virtual execution environments
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Live data center migration across WANs: a robust cooperative context aware approach
Proceedings of the 2007 SIGCOMM workshop on Internet network management
Proceedings of the 17th international conference on World Wide Web
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Dynamic server allocation in a real-life deployable communications architecture for networked games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Latency reduction by dynamic core selection and partial migration of game state
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Effect of Network Quality on Player Departure Behavior in Online Games
IEEE Transactions on Parallel and Distributed Systems
Matchmaking for online games and other latency-sensitive P2P systems
Proceedings of the ACM SIGCOMM 2009 conference on Data communication
The case for enterprise-ready virtual private clouds
HotCloud'09 Proceedings of the 2009 conference on Hot topics in cloud computing
ShadowNet: a platform for rapid and safe network evolution
USENIX'09 Proceedings of the 2009 conference on USENIX Annual technical conference
Wide-area route control for distributed services
USENIXATC'10 Proceedings of the 2010 USENIX conference on USENIX annual technical conference
CloudNet: dynamic pooling of cloud resources by live WAN migration of virtual machines
Proceedings of the 7th ACM SIGPLAN/SIGOPS international conference on Virtual execution environments
Towards predictable datacenter networks
Proceedings of the ACM SIGCOMM 2011 conference
BGP routing policies in ISP networks
IEEE Network: The Magazine of Global Internetworking
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Highly interactive network applications such as online games are rapidly growing in popularity but remain challenging for game providers to support, due to their inherent need for low latency. While cloud computing has proven a useful infrastructure for other applications, existing cloud computing facilities are insufficient for games, due to the unpredictability of their workload, their demands on latency and scale, and the need to support game-specific requirements (e.g., players may wish to play with certain other players already in the game). In this work, we explore whether dynamic optimization of latency and scaling of games can be achieved by supplementing cloud computing infrastructure with seamless wide area virtual machine migration using network based route control. We propose SMOG, a framework that dynamically migrates game servers to their optimal location, and uses orchestrated route control to optimize the network path to the server to minimize observable effects of live server migration. Through deployment of a prototype implementation on a Tier-1 ISP's backbone and a user study, we found SMOG can decrease average end-user latency by up to 60% while performing migration in a manner transparent to game players. While this paper's focus is online games, SMOG is general enough to be used for a variety of latency-sensitive interactive applications such as video conferencing and interactive video streaming.