Towards Delay-Efficient Game-Aware Data Centers For Cloud Gaming

Towards Delay-Efficient Game-Aware Data Centers For Cloud Gaming
复制标题

DOI:
--
复制
发表时间:
2016
期刊:
--
影响因子:
--
通讯作者:
M. Amiri;H.Al Osman;S. Shirmohammadi
M. Amiri;H.Al Osman;S. Shirmohammadi
中科院分区:
其他
文献类型:
--
作者:
M. Amiri;H.Al Osman;S. Shirmohammadi

文献摘要

被引文献

相似文献

按需游戏是一项新兴服务,最近开始在游戏行业中占据主导地位。基于云的视频游戏为计算资源有限的最终用户提供了经济、灵活和高性能的解决方案,使他们能够在低端瘦客户机上玩高端图形游戏。尽管云游戏具有优势,但其体验质量(QoE)受到端到端延迟的影响。由于计算处理的重要部分(包括游戏渲染和视频压缩)是在数据中心执行的,因此控制云中的信息传输对云游戏服务的质量有重要影响。在本文中,提出了一种用于最小化云游戏数据中心内的端到端延迟的新方法。我们制定了一个优化问题,以减少延迟,我们还提出了一个拉格朗日松弛(LR)的时间有效的启发式算法作为一个实际的解决方案。仿真结果表明,启发式方法可以提供接近最优的解决方案。此外,该模型将端到端延迟和延迟变化分别减少了近11%和13.5%,并且优于现有的以服务器为中心和以网络为中心的模型。作为一个副产品,我们提出的方法也实现了更好的公平性之间的多个竞争的球员相比,现有的方法平均近45%。
Gaming on demand is an emerging service that has recently started to garner prominence in the gaming industry. Cloud based video games provide affordable, flexible and high performance solution for end-users with constrained computing resources and enables them to play high-end graphic games on low-end thin clients. Despite its advantages, cloud gaming’s Quality of Experience (QoE) suffers from high and varying end-to-end delay. Since the significant part of computational processing, including game rendering and video compression, is performed in data centers, controlling the transfer of information within the cloud has an important impact on the quality of cloud gaming services. In this paper, a novel method for minimizing the end-to-end latency within a cloud gaming data center is proposed. We formulate an optimization problem for reducing delay, and we also propose a Lagrangian Relaxation (LR) time-efficient heuristic algorithm as a practical solution. Simulation results indicate that the heuristic method can provide close-to-optimal solutions. Also, the proposed model reduces end-to-end delay and delay variation by almost 11% and 13.5%, respectively, and outperforms the existing server-centric and network-centric models. As a byproduct, our proposed method also achieves better fairness among multiple competing players by almost 45% on average in comparison with existing methods.