iCloudAccess: Cost-Effective Streaming of Video Games From the Cloud With Low Latency

iCloudAccess: Cost-Effective Streaming of Video Games From the Cloud With Low Latency
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DOI:
10.1109/tcsvt.2014.2302543
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发表时间:
2014-01
影响因子:
8.4
通讯作者:
Di Wu;Zheng Xue;Jian-Qian He
Di Wu;Zheng Xue;Jian-Qian He
中科院分区:
工程技术1区
文献类型:
--
作者:
Di Wu;Zheng Xue;Jian-Qian He

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作为一种新范式,云游戏让用户无需下载或安装原创游戏软件,即可即时玩高端视频游戏。在本文中,我们首先在一个大型云游戏平台上进行了一系列精心设计的主动和被动测量,发现用户之间在排队延迟和响应延迟方面存在显著差异。我们注意到,延迟问题很大程度上是由用户指定的请求路由和缺乏弹性的服务器配置造成的。针对云游戏平台的延迟问题,我们进一步提出了一种在线控制算法iCloudAccess来执行智能请求调度和服务器配置。我们的主要目标是在确保用户体验质量要求的同时,降低云游戏服务提供商的配置成本。我们将问题描述为一个约束随机优化问题,并应用Lyapunov优化理论推导出具有可证明上界的在线控制算法。我们还进行了大量的跟踪驱动的仿真来评估我们的算法的有效性,我们的结果表明我们提出的算法比其他替代方法获得了显著的收益。
As a new paradigm, cloud gaming allows users to play high-end video games instantly without downloading or installing the original game software. In this paper, we first conduct a series of well-designed active and passive measurements on a large-scale cloud gaming platform and identify the significant diversity in the queueing delay and response delay among users. We note that the latency problem largely results from user-specified request routing and inelastic server provisioning. To address latency problem of the cloud gaming platform, we further propose an online control algorithm called iCloudAccess to perform intelligent request dispatching and server provisioning. Our main objective is to cut down the provisioning cost of cloud gaming service providers while still ensuring the user quality-of-experience requirements. We formulate the problem as a constrained stochastic optimization problem and apply the Lyapunov optimization theory to derive the online control algorithm with provable upper bounds. We also conduct extensive trace-driven simulations to evaluate the effectiveness of our algorithm, and our results show that our proposed algorithm achieves significant gain over other alternative approaches.