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Virtualized infrastructure for video game applications in cloud environments

Published: 21 September 2014 Publication History
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  • Abstract

    Mobile video games are fast-growing and fast-evolving. Cloud computing's paradigm can bring several benefits to mobile video games, like cost reduction through an efficient usage of resources, or an easier and faster on-demand deployment of new applications. This paper focuses on the architecture aspects of mobile cloud-based video gaming and proposes a new service oriented and virtualized paradigm. The idea is to provide reusable game engines sub modules like the rendering or physics engines as cloud computing services. We call these sub modules substrates. Offered by different substrates providers as services, they can be dynamically discovered, used and composed. There are several motivations for substrates virtualization, including the rapid introduction of new video game applications and cost efficiency through resource sharing. This paper also describes the implementation of a prototype and the measurements performed to validate some aspects of our paradigm. As a preliminary validation of this solution, we analyze the effects of different parameters like virtualization or inner latency on the QoS. The performance analysis shows that the overhead introduced by substrate virtualization is acceptable, and reveals how the low-latency connectivity between substrates that compose a video game application and the limitation of the amount of these substrates are crucial to achieve a satisfactory level of QoS.

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    Cited By

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    • (2023)Towards Scalable Cloud Gaming Systems: Decoupling Physics from the Game EngineProceedings of the 22nd Brazilian Symposium on Games and Digital Entertainment10.1145/3631085.3631225(151-160)Online publication date: 6-Nov-2023
    • (2018)A Self-organizing Price-based Mechanism for Frame Rate Optimization in Cloud Gaming Networks Considering Quality of Experience2018 2nd National and 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC)10.1109/DGRC.2018.8712028(51-60)Online publication date: Nov-2018
    • (2016)A Survey on Cloud Gaming: Future of Computer GamesIEEE Access10.1109/ACCESS.2016.25905004(7605-7620)Online publication date: 2016

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    cover image ACM Conferences
    MobiWac '14: Proceedings of the 12th ACM international symposium on Mobility management and wireless access
    September 2014
    128 pages
    ISBN:9781450330268
    DOI:10.1145/2642668
    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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    New York, NY, United States

    Publication History

    Published: 21 September 2014

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    Author Tags

    1. cloud computing
    2. infrastructure and platform as services
    3. mobile video game applications
    4. substrate
    5. virtualization

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    MobiWac '14 Paper Acceptance Rate 16 of 57 submissions, 28%;
    Overall Acceptance Rate 83 of 272 submissions, 31%

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    • (2023)Towards Scalable Cloud Gaming Systems: Decoupling Physics from the Game EngineProceedings of the 22nd Brazilian Symposium on Games and Digital Entertainment10.1145/3631085.3631225(151-160)Online publication date: 6-Nov-2023
    • (2018)A Self-organizing Price-based Mechanism for Frame Rate Optimization in Cloud Gaming Networks Considering Quality of Experience2018 2nd National and 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC)10.1109/DGRC.2018.8712028(51-60)Online publication date: Nov-2018
    • (2016)A Survey on Cloud Gaming: Future of Computer GamesIEEE Access10.1109/ACCESS.2016.25905004(7605-7620)Online publication date: 2016

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