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Ad-Hoc Cloudlet Based Cooperative Cloud Gaming

机译:基于Ad-Hoc Cloudlet的协作云游戏

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摘要

As the game industry matures, processing complex game logics in a timely manner is no longer an insurmountable problem. However, current cloud-based mobile gaming solutions are limited by their relatively high requirements on Internet resources. Also, they typically do not consider the geographical locations of nearby mobile users and thus ignore the potential cooperation among them. Therefore, inspired by existing cloud computing techniques, we propose an ad hoc mobile-cloudlet-cloud based approach to implement cooperative gaming architecture. In this paper, two modules of the architecture are introduced: 1) progressive game resources download, by which mobile users can adaptively download gaming resources from cloud servers or nearby mobile users, 2) ad-hoc mobile based cooperative task allocation, by which gaming components can be executed dynamically on local devices, nearby devices, stationary cloudlet(s), or cloud servers. The mechanisms of both modules are formulated as optimization problems and algorithms are proposed to solve them. Simulations results based on real mobility traces show that our system’s performance depends highly on the ad-hoc network environment. Our scheme has lower system resource usage while utilizing resources of nearby devices, compared to the cloud-based gaming architecture; and performs better with short on-device task duration compared to code-offloading based architecture.
机译:随着游戏产业的成熟,及时处理复杂的游戏逻辑不再是无法解决的问题。但是,当前基于云的移动游戏解决方案受到其对Internet资源的较高要求的限制。而且,他们通常不考虑附近移动用户的地理位置,因此忽略了他们之间的潜在合作。因此,在现有的云计算技术的启发下,我们提出了一种基于ad hoc mobile-cloudlet-cloud的方法来实现协作游戏架构。本文介绍了该架构的两个模块:1)渐进式游戏资源下载,移动用户可以通过该资源从云服务器或附近的移动用户自适应地下载游戏资源; 2)基于临时移动的协作任务分配,通过这种方式游戏可以在本地设备,附近的设备,固定的cloudlet或云服务器上动态执行组件。提出了两个模块的机制,提出了优化问题,并提出了解决方案。根据真实的移动轨迹进行的仿真结果表明,我们系统的性能在很大程度上取决于自组织网络环境。与基于云的游戏架构相比,我们的方案在利用附近设备的资源时具有较低的系统资源使用率;与基于代码分载的架构相比,它在较短的设备上任务持续时间下表现更好。

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