The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming

The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming
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基于会话的多人云游戏的服务器分配问题

DOI:
10.1109/tmm.2017.2760621
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发表时间:
2018-05
影响因子:
7.3
通讯作者:
Cai Wentong
Cai Wentong
中科院分区:
计算机科学1区
文献类型:
--
作者:
Deng Yunhua;Li Yusen;Ronald Seet;Tang Xueyan;Cai Wentong

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云计算和GPU虚拟化的进步让游戏行业进入了云游戏时代。在本文中,我们考虑了多人云游戏(MCG),它是多人在线游戏和云游戏范式的自然整合。使用MCG,每个游戏会话都需要在云中定位和启动一个游戏服务器和一组供玩家使用的渲染服务器。我们制定了一个MCG服务器分配问题,其目标是最小化云为支持MCG会话而收取的总服务器租金和带宽成本。MCG服务器分配问题很难得到最优解决。我们提出了几种有效的启发式方法来解决问题,并对所提出的爬坡算法进行了理论分析。我们使用真实的互联网延迟和云定价数据集进行了广泛的实验,以评估我们提出的算法以及几种替代方案的有效性。实验结果表明,在实时延迟约束下,该算法可以达到接近最优的成本。
Advances in cloud computing and GPU virtualization are allowing the game industry to move into a cloud gaming era. In this paper, we consider multiplayer cloud gaming (MCG), which is the natural integration of multiplayer online gaming and cloud gaming paradigms. With MCG, a game server and a set of rendering servers for the players need to be located and launched in the clouds for each game session. We formulate an MCG server allocation problem with the objective of minimizing the total server rental and bandwidth cost charged by the cloud to support an MCG session. The MCG server allocation problem is hard to solve optimally. We propose several efficient heuristics to address the problem and carry out theoretical analysis for the proposed hill-climbing algorithm. We conduct extensive experiments using real Internet latency and cloud pricing datasets to evaluate the effectiveness of our proposed algorithms as well as several alternatives. Experimental results show that our best algorithm can achieve near-optimal cost under real-time latency constraints.
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