Implementation of a service platform for online games

  • Authors:
  • Anees Shaikh;Sambit Sahu;Marcel Rosu;Michael Shea;Debanjan Saha

  • Affiliations:
  • IBM T.J. Watson Research Center, Hawthorne, NY;IBM T.J. Watson Research Center, Hawthorne, NY;IBM T.J. Watson Research Center, Hawthorne, NY;IBM T.J. Watson Research Center, Hawthorne, NY;IBM T.J. Watson Research Center, Hawthorne, NY

  • Venue:
  • Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2004

Quantified Score

Hi-index 0.00

Visualization

Abstract

Large-scale multiplayer online games require considerable investment in hosting infrastructures. However, the difficulty of predicting the success of a new title makes investing in dedicated server and network resources very risky. A shared infrastructure based on utility computing models to support multiple games offers an attractive option for game providers whose core competency is not in managing large server deployments.In this paper we describe a prototype implementation of a shared, on demand service platform for online games. The platform builds on open standards and off-the-shelf software developed to support utility computing offerings for Web-based business applications. We describe our early experience with identifying appropriate performance metrics for provisioning game servers and with implementing the platform components that we consider essential for its acceptance.