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Let's depart together: Efficient play request dispatching in cloud gaming

机译:让我们一起离开:有效的播放请求在云游戏中发货

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In this paper, we study the problem of how to dispatch the play requests to the cloud servers in a cloud gaming system. We show that the dispatching strategy of play requests may heavily affect the total service cost of the cloud gaming system. The play request dispatching problem can be considered as a variant of the dynamic bin packing problem. However, we show that the classical bin packing algorithms such as First Fit and Best Fit are not efficient in dispatching the play requests in cloud gaming due to the diurnal workload pattern of online games. To address this issue, we propose an efficient request dispatching algorithm that assigns the play requests according to the predicted ending times of the game sessions. Through extensive evaluations using real online gaming traces, we show that the proposed dispatching algorithm can significantly reduce the resource waste of the cloud servers and thus decrease the total service cost compared to the First Fit and Best Fit algorithms.
机译:在本文中,我们研究了如何将播放请求分配给云游戏系统中的云服务器。 我们表明,播放请求的调度策略可能严重影响云游戏系统的总服务费用。 播放请求调度问题可以被认为是动态箱包装问题的变体。 然而,我们表明,由于在线游戏的昼夜工作量模式,诸如第一次适合和最佳拟合之类的古典箱包装算法如在云游戏中调度播放请求。 为了解决这个问题,我们提出了一个有效的请求调度算法,该算法根据游戏会话的预测结束时间分配播放请求。 通过使用真实在线游戏迹线的广泛评估,我们表明所提出的调度算法可以显着降低云服务器的资源浪费,从而减少与第一配合和最佳拟合算法相比的总服务成本。

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