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Server Allocation for Multiplayer Cloud Gaming

Published: 01 October 2016 Publication History

Abstract

Advances in cloud computing and GPU virtualization are allowing the game industry to move into a cloud gaming era. While shifting standalone video games to the cloud gaming mode is straightforward, adapting multiplayer online games to the cloud gaming paradigm faces unique challenges. In this paper, we consider multiplayer cloud gaming (MCG), which is the natural integration of multiplayer online gaming and cloud gaming paradigms. 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. We propose several efficient heuristics to address the MCG server allocation problem which is hard to solve optimally. We conduct extensive experiments using real Internet latency and cloud pricing data 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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cover image ACM Conferences
MM '16: Proceedings of the 24th ACM international conference on Multimedia
October 2016
1542 pages
ISBN:9781450336031
DOI:10.1145/2964284
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 01 October 2016

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Author Tags

  1. cloud gaming
  2. multiplayer online games
  3. server allocation

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  • Research-article

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MM '16
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MM '16: ACM Multimedia Conference
October 15 - 19, 2016
Amsterdam, The Netherlands

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MM '16 Paper Acceptance Rate 52 of 237 submissions, 22%;
Overall Acceptance Rate 2,145 of 8,556 submissions, 25%

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Cited By

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  • (2024)Improving Resource and Energy Efficiency for Cloud 3D through Excessive Rendering ReductionProceedings of the Nineteenth European Conference on Computer Systems10.1145/3627703.3650064(317-332)Online publication date: 22-Apr-2024
  • (2024)Enhancing Cloud Gaming Experience through Optimized Virtual Machine Placement: A Comprehensive ReviewJournal of Network and Systems Management10.1007/s10922-024-09864-232:4Online publication date: 24-Aug-2024
  • (2022)Continuous in-network round-trip time monitoringProceedings of the ACM SIGCOMM 2022 Conference10.1145/3544216.3544222(473-485)Online publication date: 22-Aug-2022
  • (2022)Edge GamingComputer Communications10.1016/j.comcom.2022.05.022192:C(89-105)Online publication date: 1-Aug-2022
  • (2021)Server Allocation for Massively Multiplayer Online Cloud Games Using Evolutionary OptimizationACM Transactions on Multimedia Computing, Communications, and Applications10.1145/343302717:2(1-23)Online publication date: 11-May-2021
  • (2021)CloudNPlay: Resource Optimization for A Cloud-Native Gaming System2021 IEEE 30th International Conference on Enabling Technologies: Infrastructure for Collaborative Enterprises (WETICE)10.1109/WETICE53228.2021.00018(33-38)Online publication date: Oct-2021
  • (2021)Fair Server Selection in Edge Computing With $Q$-Value-Normalized Action-Suppressed Quadruple Q-LearningIEEE Transactions on Artificial Intelligence10.1109/TAI.2021.31050872:6(519-527)Online publication date: Dec-2021
  • (2020)A Benchmarking Framework for Interactive 3D Applications in the Cloud2020 53rd Annual IEEE/ACM International Symposium on Microarchitecture (MICRO)10.1109/MICRO50266.2020.00076(881-894)Online publication date: Oct-2020
  • (2020)Online Games Servers Placement in Fog Computing: an Hybrid Bio-inspired Approach2020 IEEE 45th LCN Symposium on Emerging Topics in Networking (LCN Symposium)10.1109/LCNSymposium50271.2020.9363254(141-149)Online publication date: 17-Nov-2020
  • (2020)Cost-Efficient Request Dispatching in Geo-distributed Cloud Gaming Infrastructure2020 IEEE Intl Conf on Parallel & Distributed Processing with Applications, Big Data & Cloud Computing, Sustainable Computing & Communications, Social Computing & Networking (ISPA/BDCloud/SocialCom/SustainCom)10.1109/ISPA-BDCloud-SocialCom-SustainCom51426.2020.00053(218-227)Online publication date: Dec-2020
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