Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3404397.3404463acmotherconferencesArticle/Chapter ViewAbstractPublication PagesicppConference Proceedingsconference-collections
research-article

Rendering Server Allocation for MMORPG Players in Cloud Gaming

Published: 17 August 2020 Publication History

Abstract

Cloud gaming services enable users with heterogeneous device capabilities to get access to game titles with hardware demanding specifications. While visual quality requirements are to be satisfied by the cloud rendering servers, latency is one of the major problems which arises as most of the tasks are offloaded remotely. Cloud gaming players must experience latency below a certain acceptable limit for the game to be responsive with playable visual quality under limited bandwidth capacity. Playing multiplayer games in the cloud needs to cater for player interactions and their commonality especially if they are playing in the same virtual space. The main characteristic of cloud gaming is that the whole rendering pipeline occurs in the cloud; therefore, rendering optimization by reusing common information across players is possible by taking advantage of multi-view rendering. In this paper, we propose a cloud gaming architecture for MMORPGs which involves hundreds of players as well as online optimization heuristic algorithms on rendering server allocations in order to minimize rendering server rental cost from game provider’s point of view. In addition, we also compare the performance of those online heuristics with an offline lower bound in order to observe the scalability of the online scenario.

References

[1]
2020. Amazon EC2 Pricing. https://aws.amazon.com/ec2/pricing/on-demand/
[2]
2020. GeForce Now. https://www.nvidia.com/en-us/geforce-now/
[3]
2020. Pricing calculator. https://azure.microsoft.com/en-us/pricing/calculator/
[4]
2020. Stadia. https://stadia.dev/
[5]
2020. Unmasking the Avatar: The Demographics of MMO Player Motivations, In-Game Preferences, and Attrition. https://www.gamasutra.com/view/feature/130552/unmasking_the_avatar_the_.php
[6]
Anand Bhojan and Pan Wenren. 2017. CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming. In Thematic Workshops of ACM Multimedia.
[7]
Wei Cai, Ryan Shea, Chun-Ying Huang, Kuan-Ta Chen, Jiangchuan Liu, Victor C. M. Leung, and Cheng-Hsin Hsu. 2016. The future of cloud gaming. Proceedings of IEEE 104, 4 (April 2016), 687–691.
[8]
Yuchi Chen, Jiangchuan Liu, and Yong Cui. 2016. Inter-player Delay Optimization in Multiplayer Cloud Gaming. In IEEE 9th International Conference on Cloud Computing (CLOUD).
[9]
Mark Claypool, David Finkel, Alexander Grant, and Michael Solano. 2014. On the performance of OnLive thin client games. Multimedia Systems (2014), 1–14.
[10]
Yunhua Deng, Yusen Li, Ronald Seet, Xueyan Tang, and Wentong Cai. 2018. The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming. IEEE Transactions on Multimedia 20, 5 (2018), 1233–1245.
[11]
Matthias Dick, Oliver Wellnitz, and Lars C. Wolf. 2005. Analysis of factors affecting players’ performance and perception in multiplayer games. In 4th ACM SIGCOMM workshop on Network and system support for games.
[12]
Hossein Ebrahimi Dinaki and Shervin Shirmohammadi. 2018. GPU/QoE-Aware server selection using metaheuristic algorithms in multiplayer cloud gaming. In 16th Annual Workshop on Network and Systems Support for Games. 1–6.
[13]
Cass Everitt. 2016. Multiview Rendering. In The 43rd International Conference and Exhibition on Computer Graphics and Interactive Techniques.
[14]
Awi Federgruen and Henri Groenevelt. 1986. The Greedy Procedure for Resource Allocation Problems: Necessary and Sufficient Conditions for Optimality. Operations Research 34, 3s (1986), 909–918.
[15]
Yitong Guan, Yunhua Deng, and Xueyan Tang. 2017. On Matchmaking for Multiplayer Cloud Gaming. In 15th Annual Workshop on Network and Systems Support for Games.
[16]
Hua-Jun Hong, De-Yu Chen, Chun-Ying Huang, Kuan-Ta Chen, and Cheng-Hsin Hsu. 2014. Placing virtual machines to optimize cloud gaming experience. IEEE Transactions on Cloud Computing(2014).
[17]
Chun-Ying Huang, Cheng-Hsin Hsu, Yu-Chun Chang, and Kuan-Ta Chen. 2013. GamingAnywhere: an open cloud gaming system. In Proceedings of the 4th ACM Multimedia Systems Conference. 36–47.
[18]
Sung-Soo Kim, Kyoung ill Kim, and Jongho Won. 2011. Multi-view Rendering Approach for Cloud-based Gaming Services. In The Third International Conference on Advances in Future Internet.
[19]
Yeng-Ting Lee, Kuan-Ta Chen, Han-I Su, and Chin-Laung Lei. 2012. Are all games equally cloud-gaming-friendly? an electromyographic approach. In 11th Annual Workshop on Network and Systems Support for Games. IEEE, 1–6.
[20]
Yusen Li, Yunhua Deng, Xueyan Tan, Wentong Cai, Xiaoguang Liu, and Gang Wang. 2018. Cost-Efficient Server Provisioning for Cloud Gaming. ACM Transactions on Multimedia Computing, Communications, and Applications 14, 3s(2018).
[21]
Yusen Li, Yunhua Deng, Xueyan Tang, Wentong Cai, Xiaoguang Liu, and Gang Wang. 2017. On server provisioning for Cloud Gaming. 492–500.
[22]
Yusen Li, Xueyan Tang, and Wentong Cai. 2014. Let’s depart together: Efficient Play Request Dispatching in Cloud Gaming. In 13th Annual Workshop on Network and Systems Support for Games.
[23]
Yusen Li, Xueyan Tang, and Wentong Cai. 2014. On dynamic bin packing for resource allocation in the cloud. In Proceedings of the 26th ACM Symposium on Parallelism in Algorithms and Architectures. 2–11.
[24]
Yusen Li, Xueyan Tang, and Wentong Cai. 2015. Play request dispatching for efficient virtual machine usage in cloud gaming. IEEE Transactions on Circuits & Systems for Video Technology 25, 12(2015), 2052–2063.
[25]
Xing Liu, Songtao Guo, and Yuanyuan Yang. 2017. Task Offloading with Execution Cost Minimization in Heterogeneous Mobile Cloud Computing. In International Conference on Mobile Ad-Hoc and Sensor Networks. 509–522.
[26]
Ryan Shea, Di Fu, and Jiangchuan Liu. 2015. Rhizome: utilizing the public cloud to provide 3D gaming infrastructure. In Proceedings of the 6th ACM Multimedia Systems Conference. ACM, 97–100.
[27]
Kashyap Kammachi Sreedhar, Alireza Aminlou, Miska M. Hannuksela, and Moncef Gabbouj. 2016. Standard-Compliant Multiview Video Coding and Streaming for Virtual Reality Applications. In IEEE International Symposium on Multimedia (ISM).
[28]
Jason Stewart, Eric P. Bennett, and Leonard Mcmillan. 2004. PixelView: A View-Independent Graphics Rendering Architecture. In ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware.
[29]
Haiyang Wang, Ryan Shea, Xiaoqiang Ma, Feng Wang, and Jiangchuan Liu. 2014. On Design and Performance of Cloud-Based Distributed Interactive Applications. In IEEE 22nd International Conference on Network Protocols.
[30]
Pin-Chun Wang, Apollo I. Ellis, John C. Hart, and Cheng-Hsin Hsu. 2017. Optimizing Next-Generation Cloud Gaming Platforms with Planar Map Streaming and Distributed Rendering. In 15th Annual Workshop on Network and Systems Support for Games.
[31]
Di Wu, Xue Zheng, and Jian He. 2014. iCloudAccess: cost-effective streaming of video games from the cloud with low latency. IEEE Transactions on Circuits & Systems for Video Technology 24, 8(2014).
[32]
Guo Xu, Tongquan Wei, Junlong Zhou, and Mingsong Chen. 2018. Leveraging User Heterogeneities to Maximize Profits in the Cloud. In The 24th IEEE International Conference on Parallel and Distributed Systems.

Cited By

View all
  • (2024)WoW-IO: a Gaming-Based Storage Trace Generator for Edge Computing2024 IEEE 8th International Conference on Fog and Edge Computing (ICFEC)10.1109/ICFEC61590.2024.00020(51-58)Online publication date: 6-May-2024
  • (2024)Adaptive Render-Video Streaming for Virtual Environments2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW)10.1109/CVPRW63382.2024.00583(5742-5751)Online publication date: 17-Jun-2024
  • (2024)Deep reinforcement learning based resource allocation in edge-cloud gamingMultimedia Tools and Applications10.1007/s11042-024-18337-283:26(67903-67926)Online publication date: 29-Jan-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
ICPP '20: Proceedings of the 49th International Conference on Parallel Processing
August 2020
844 pages
ISBN:9781450388160
DOI:10.1145/3404397
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]

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 August 2020

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Cloud gaming
  2. MMORPG
  3. cost minimization
  4. multi-view rendering
  5. resource allocation

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

Conference

ICPP '20

Acceptance Rates

Overall Acceptance Rate 91 of 313 submissions, 29%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)73
  • Downloads (Last 6 weeks)7
Reflects downloads up to 28 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2024)WoW-IO: a Gaming-Based Storage Trace Generator for Edge Computing2024 IEEE 8th International Conference on Fog and Edge Computing (ICFEC)10.1109/ICFEC61590.2024.00020(51-58)Online publication date: 6-May-2024
  • (2024)Adaptive Render-Video Streaming for Virtual Environments2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW)10.1109/CVPRW63382.2024.00583(5742-5751)Online publication date: 17-Jun-2024
  • (2024)Deep reinforcement learning based resource allocation in edge-cloud gamingMultimedia Tools and Applications10.1007/s11042-024-18337-283:26(67903-67926)Online publication date: 29-Jan-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)An Overview of the Networking Issues of Cloud GamingJournal of Innovation Information Technology and Application (JINITA)10.35970/jinita.v4i2.15814:2(120-132)Online publication date: 23-Dec-2022
  • (2022)Energy- and Quality of Experience-Aware Dynamic Resource Allocation for Massively Multiplayer Online Games in Heterogeneous Cloud Computing SystemsIEEE Transactions on Services Computing10.1109/TSC.2022.3190447(1-14)Online publication date: 2022
  • (2022)Cost-Efficient and Quality-of-Experience-Aware Player Request Scheduling and Rendering Server Allocation for Edge-Computing-Assisted Multiplayer Cloud GamingIEEE Internet of Things Journal10.1109/JIOT.2021.31328499:14(12029-12040)Online publication date: 15-Jul-2022
  • (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)Gaming at the Edge: A Weighted Congestion Game Approach for Latency-Sensitive Scheduling2021 17th International Conference on Mobility, Sensing and Networking (MSN)10.1109/MSN53354.2021.00091(592-599)Online publication date: Dec-2021
  • (2021)Minimizing Play Request Rejection through Workload Splitting in Edge-Cloud Gaming2021 IEEE 27th International Conference on Parallel and Distributed Systems (ICPADS)10.1109/ICPADS53394.2021.00108(819-826)Online publication date: Dec-2021
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media