A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Mercury: supporting scalable multi-attribute range queries
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
Patch scheduling for on-line games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
On demand platform for online games
IBM Systems Journal
System-performance modeling for massively multiplayer online role-playing games
IBM Systems Journal
Scenarios and middleware services for pervasive multiplatform networked games
WebMedia '06 Proceedings of the 12th Brazilian Symposium on Multimedia and the web
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Matrix: adaptive middleware for distributed multiplayer games
Proceedings of the ACM/IFIP/USENIX 2005 International Conference on Middleware
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Autonomic service hosting for large-scale distributed MOVE-services
IM'09 Proceedings of the 11th IFIP/IEEE international conference on Symposium on Integrated Network Management
Living city: a collaborative browser-based Massively Multiplayer Online Game
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
A service-oriented interface for highly interactive distributed applications
Euro-Par'09 Proceedings of the 2009 international conference on Parallel processing
IEEE/ACM Transactions on Networking (TON)
Collaborative Interest Management for Peer-to-Peer Networked Virtual Environment
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
Dynamic service provisioning for multiplayer online games
APPT'05 Proceedings of the 6th international conference on Advanced Parallel Processing Technologies
Matrix: adaptive middleware for distributed multiplayer games
Middleware'05 Proceedings of the ACM/IFIP/USENIX 6th international conference on Middleware
Latency equalization as a new network service primitive
IEEE/ACM Transactions on Networking (TON)
Enhancing online computer games for grids
PaCT'07 Proceedings of the 9th international conference on Parallel Computing Technologies
SMOG: a cloud platform for seamless wide area migration of online games
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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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.