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SLA-based operations of massively multiplayer online games in clouds

机译:基于SLA的大型多人在线游戏在云中的操作

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摘要

Successful massively multiplayer online games (MMOGs) have today millions of registered users and hundreds of thousands of active concurrent players. To be able to guarantee quality of service (QoS) to a highly variable number of concurrent users, game operators statically over-provision a large infrastructure capable of sustaining the game peak load, even though a large portion of the resources is unused most of the time. To address this problem, we introduce in this work a new MMOG ecosystem for hosting and provisioning of MMOGs which effectively splits the traditional monolithic MMOG companies into three main service providers: game providers, game operators, and resource providers. Their interaction is regulated through comprehensive service level agreements (SLA) that establish the price, terms of operation, and compensation for service violations. In our model, game operators efficiently provision resources for MMOGs from multiple cloud providers, based on dynamic load forecasts, and ensure proper game operation that maintains the required QoS to all clients under varying resource availability. Game providers manage multiple distributed MMOGs for which they lease services under strict operational SLAs from game operators to satisfy all client requests. These three self-standing, smaller, more agile service providers enable access to the MMOG market for the small and medium enterprises, and to the current commercial cloud providers. We evaluate, through simulations based on real-life MMOG traces and commercial cloud SLAs, the impact of resource availability on the QoS offered to the MMOG clients. We find that our model can mitigate the negative effects of resource failures within four minutes and that MMOG server consolidation can accentuate the negative effects of failures in a resource-scarce environment. We further investigate different methods of ranking MMOG operational offers with either single or multiple (competing) MMOG providers. Our results show that compensations for SLA faults in the offer selection process can lead up to 11-16 % gain in the game providers' income. We also demonstrate that adequate ranking of offers can lead to MMOG operational cost reductions from 20 up to 60 %.
机译:成功的大型多人在线游戏(MMOG)拥有数百万的注册用户和数十万活跃的并发玩家。为了能够为数量众多的并发用户保证服务质量(QoS),即使大部分资源未使用,游戏运营商也静态超额配置了能够维持游戏峰值负载的大型基础架构。时间。为了解决这个问题,我们在这项工作中引入了一个新的MMOG生态系统,用于托管和配置MMOG,可以将传统的整体MMOG公司有效地划分为三个主要服务提供商:游戏提供商,游戏运营商和资源提供商。它们的交互作用通过全面的服务级别协议(SLA)进行管理,该协议确定了价格,操作条款以及对违反服务的赔偿。在我们的模型中,游戏运营商可以基于动态负载预测,有效地为多个云提供商的MMOG提供资源,并确保适当的游戏运行,从而在各种资源可用性下为所有客户端维持所需的QoS。游戏提供商管理多个分布式MMOG,并根据游戏运营商的严格操作SLA向其出租服务,以满足所有客户的要求。这三个独立的,较小的,更敏捷的服务提供商使中小型企业和当前的商业云提供商能够进入MMOG市场。通过基于现实MMOG跟踪和商业云SLA的模拟,我们评估了资源可用性对提供给MMOG客户端的QoS的影响。我们发现我们的模型可以在四分钟内减轻资源故障的负面影响,而MMOG服务器整合可以在资源稀缺的环境中加重故障的负面影响。我们将进一步研究与单个或多个(竞争性)MMOG提供商对MMOG运营报价进行排名的不同方法。我们的结果表明,在报价选择过程中对SLA错误的赔偿可以使游戏提供商的收入提高11-16%。我们还证明,要约的适当排名可以使MMOG的运营成本从20%降低到60%。

著录项

  • 来源
    《Multimedia Systems》 |2014年第5期|521-544|共24页
  • 作者单位

    Institute of Computer Science, University of Innsbruck, Innsbruck, Austria;

    Institute of Computer Science, University of Innsbruck, Innsbruck, Austria;

    Faculty of Engineering, Mathematics and Computer Science, Delft University of Technology, Delft, The Netherlands;

  • 收录信息 美国《科学引文索引》(SCI);美国《工程索引》(EI);
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    MMOG; Cloud computing; Fault tolerance; QoS; SLA;

    机译:MMOG;云计算;容错能力服务质量服务水平协议;
  • 入库时间 2022-08-18 02:06:14

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